void Awake() { fpsi=(FPSInputController)FindObjectOfType(typeof(FPSInputController)); cc=(CharacterController)FindObjectOfType(typeof(CharacterController)); ml=(MouseLook)FindObjectOfType(typeof(MouseLook)); pc = (PlayerClicker)FindObjectOfType(typeof(PlayerClicker)); }
void Awake() { fpsi = (FPSInputController)FindObjectOfType(typeof(FPSInputController)); cc = (CharacterController)FindObjectOfType(typeof(CharacterController)); ml = (MouseLook)FindObjectOfType(typeof(MouseLook)); pc = (PlayerClicker)FindObjectOfType(typeof(PlayerClicker)); }
private void OnTriggerExit(Collider other) { PlayerClicker clicker = other.gameObject.GetComponent <PlayerClicker>(); if (clicker != null) { clicker.CanDrop = false; } showDropSite(false); }
public Idler(IdlerObject idob, PlayerIdlers master) { IdlerObject = idob; _playerIdler = master; _playerClicker = PlayerClickerFactory.GetClicker(IdlerObject.name); UpdateIdler(); OnLevelUpCallback += UpdateIdler; OnLevelUpCallback += _playerIdler.UpdateTotalIdlerDamage; OnLevelUpCallback += _playerIdler.UpdateTotalIdlerManaCost; Player.Instance.OnEquipCallback += UpdateIdler; }
private void OnTriggerStay(Collider other) { PlayerClicker clicker = other.gameObject.GetComponent <PlayerClicker>(); if (clicker != null && clicker.Carrying && empty) { //if the player is in the trigger it will only be able to drop the light if it's in sight clicker.CanDrop = inSight; clicker.DropSite = this; if (!showing) { showDropSite(inSight); } else if (!inSight && showing) { showDropSite(inSight); } } }