private void OnEnable() { #if !OBSOLETE isInteractable = serializedObject.FindProperty("isInteractable"); isHidden = serializedObject.FindProperty("isHidden"); useCustomMessage = serializedObject.FindProperty("useCustomMessage"); customMessage = serializedObject.FindProperty("customMessage"); limitedInteractions = serializedObject.FindProperty("limitedInteractions"); maxInteractions = serializedObject.FindProperty("maxInteractions"); onInteract = serializedObject.FindProperty("onInteract"); onReachedMaxInteraction = serializedObject.FindProperty("onReachedMaxInteractions"); interactable = (GoldPlayerInteractable)target; #endif }
protected override void CreateTestScene() { base.CreateTestScene(); GameObject cube = GameObject.CreatePrimitive(PrimitiveType.Cube); cube.name = "[TEST] Interact Cube"; cube.transform.position = new Vector3(0f, 1.6f, 2f); interactableCube = cube.AddComponent <GoldPlayerInteractable>(); interactableCube.IsInteractable = true; interactableCube.IsHidden = true; interactableCube.UseCustomMessage = false; sceneObjects.Add(cube); }