public bool InteractionValid() { if (m_canTakeSandwich) { m_finalSandwhich = m_playerHand.CurrentHeldObject().ReturnCurrentObject().GetComponent <HoldablePlate>(); m_currentSandwich = m_finalSandwhich.GetComponent <HoldablePlate>().m_currentSandwhichType; m_playerHand.EmptyHand(true, false); StartTakenSandwichAnim(); m_sandwichHandedIn.Invoke(); } return(true); }
private IEnumerator GetNewPlate() { while (!m_canGetPlate) { yield return(null); } HoldablePlate newPlate = m_pooler.NewObject(m_plateObject, transform.position, Quaternion.identity).GetComponent <HoldablePlate>(); newPlate.CreatePlate(m_transformsInSandwhich, m_currentSandwhich); m_currentSandwhich.ResetMe(); m_playerHand.PickUpObject(newPlate.gameObject); m_transformsInSandwhich.Clear(); m_lastPlacedObject = null; m_plateCollider.size = new Vector3(m_plateCollider.size.x, m_colOriginalSizeY, m_plateCollider.size.z); m_plateCollider.center = new Vector3(m_plateCollider.center.x, m_colOriginalPositionY, m_plateCollider.center.z); m_playerHand.SetHoldingSandwhichState(true); }