public void Init(InteractionPointEditor point) { point.panel.SetActive(false); SetInteractionPointTag(point.point, point.tagId); interactionType.sprite = InteractionTypeSprites.GetSprite(point.type); mandatory.enabled = point.mandatory; }
public void Init(InteractionPointPlayer point) { point.point.transform.LookAt(Vector3.zero, Vector3.up); point.point.transform.RotateAround(point.point.transform.position, point.point.transform.up, 180); //NOTE(Simon): Add a sprite to interaction points, indicating InteractionType interactionType.sprite = InteractionTypeSprites.GetSprite(point.type); ping.SetActive(false); point.panel.SetActive(false); mandatory.enabled = point.mandatory; SetInteractionPointTag(point.point, point.tagId); }
private void AddInteractionPoint(InteractionPointPlayer point) { point.point.transform.LookAt(Vector3.zero, Vector3.up); point.point.transform.RotateAround(point.point.transform.position, point.point.transform.up, 180); //NOTE(Simon): Add a sprite to interaction points, indicating InteractionType point.point.GetComponentInChildren <SpriteRenderer>(excludeSelf: true).sprite = InteractionTypeSprites.GetSprite(point.type); point.point.transform.GetChild(0).gameObject.SetActive(true); point.panel.SetActive(false); interactionPoints.Add(point); SetInteractionPointTag(point); }