Esempio n. 1
0
 public override void TakeAction(int nodeID)
 {
     interactableManager.ReturnSignalBus().TryFire(new DisguiseSignal()
     {
         enemyType = currentEnemyType
     });
 }
Esempio n. 2
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        public override void InteractablePickedUp()
        {
            interactableManager.ReturnSignalBus().TryFire(new SignalPlayOneShot()
            {
                soundName = SoundName.dualGun
            });

            base.InteractablePickedUp();
        }
Esempio n. 3
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 public override void TakeAction(int targetNodeID)
 {
     interactableManager.ReturnSignalBus().TryFire(new SignalPlayOneShot()
     {
         soundName = SoundName.sniper
     });
     interactableManager.ReturnSignalBus().TryFire(new EnemyKillSignal()
     {
         nodeID = targetNodeID, killMode = KillMode.SHOOT
     });
     interactableManager.RemoveInteractable(this);
 }
Esempio n. 4
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        public void Throw()
        {
            interactableManager.ReturnSignalBus().TryFire(new NewDogDestinationSignal()
            {
                nodeID = targetNodeID
                         //interactablePickup = interactablePickup
            });

            interactableView.gameObject.SetActive(false);
            interactableManager.RemoveInteractable(this);
        }
        public void Throw()
        {
            interactableManager.ReturnSignalBus().TryFire(new SignalAlertGuards()
            {
                nodeID             = targetNodeID,
                interactablePickup = interactablePickup
            });


            interactableView.gameObject.SetActive(false);
            interactableManager.RemoveInteractable(this);
        }
Esempio n. 6
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 public override void TakeAction(int nodeID)
 {
     interactableManager.ReturnSignalBus().Fire <BriefCaseSignal>();
     interactableView.gameObject.SetActive(false);
     interactableManager.RemoveInteractable(this);
 }