public Trouble Use(Action p_CallBack, CharacterController p_User)
    {
        if (p_User.CurrentEq != null)
        {
            ActiveTrouble.Deal(p_CallBack, p_User.CurrentEq.Etype);
        }
        else if (ActiveTrouble.Requisite == Equipment.EquipmentType.Nill)
        {
            ActiveTrouble.Deal(p_CallBack, Equipment.EquipmentType.Nill);
        }

        return(ActiveTrouble);
    }
Esempio n. 2
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    // Function is called from player while the player holds the primary button.
    private Trouble ProgressTrigger(Action p_Callback, Equipment p_UsedEquipment)
    {
        Color transGreen = Color.green;

        transGreen.a = 0.2f;
        GetComponent <MeshRenderer>().material.color = transGreen;

        // Progress is made in Trouble class.
        if (p_UsedEquipment != null)
        {
            ActiveTrouble.Deal(p_Callback, p_UsedEquipment.Etype);
        }
        else
        {
            ActiveTrouble.Deal(p_Callback, Equipment.EquipmentType.Nill);
        }

        return(ActiveTrouble);
    }