/// <summary> /// Checks the guest in and out if possible. /// </summary> /// <param name="gameObject">GameObject Interacting with the NavigationInteraction.</param> public override void NavInteract(GameObject gameObject) { Guest guest = gameObject.GetComponent <Guest>(); if (guest.checkIn) { guest.CheckIn(); } else if (guest.checkOut) { guest.CheckOut(); } }
/// <summary> /// If Guest is touched during checking in then the rooms wil be highlighted and the guest will be selected. /// If Guest is touched uring checking out then the guest will be checked out, money will be added by the moneyhandler and objectivehandler and the selectedGuest will be set to null. /// </summary> /// <param name="collider">Collider of touched GameObject.</param> /// <param name="moneyHandler">Reference to the moneyHandler.</param> /// <param name="objectiveHandler">Reference to the objectiveHandler.</param> /// <param name="selectedGuest">Actual Reference to the selectedGuest in the TouchInput Script.</param> /// <param name="bellhop">Actual Reference to the bellhop in the TouchInput Script.</param> public override void TouchInteract(Collider2D collider, MoneyHandler moneyHandler, ObjectiveHandler objectiveHandler, ref Guest selectedGuest, ref Bellhop bellhop) { Guest guest = collider.GetComponent <Guest>(); if (guest.checkIn) { selectedGuest = guest; selectedGuest.navigator.HighlightRooms(true); return; } else if (guest.checkOut) { moneyHandler.CheckOut(); objectiveHandler.AddObjectiveAmount(1, ObjectiveType.Keys); guest.checkOut = false; guest.CheckOut(); selectedGuest = null; return; } }