private void OnCollisionEnter(Collision collision) { if (collision.gameObject.GetComponent <PlayerMove>()) { reaction.React(); } }
protected void OnTriggerEnter2D(Collider2D collision) { // 상호작용이 가능한 거리로 플레이어가 접근 if (collision.tag == "Player") { // NPC가 이벤트 수행중이 아니라면, 현재 행동을 멈추고 플레이어를 바라본다. // 저장된 UI 리스트에서 UI를 생성 (각 UI 생성 위치는 현재 무시..) foreach (var ui in list) { Debug.Log("NotCondition + " + transform.parent.name); // 해당 UI 프리팹을 생성 Button button = Instantiate(ui, transform.position, transform.rotation); // 현재 생성된 UI를 목록에 저장 conShowedUI.Add(button); // 생성한 UI를 Canvas 하위로 이동 button.transform.SetParent(canvas); FSLocator.uiContainer.InsertObservation(button.gameObject); // 생성한 UI 위치를 부모 객체 위로 이동 Vector3 myVector = transform.parent.position; button.GetComponent <DynamicUI> ().SetVector(myVector); button.onClick.RemoveAllListeners(); button.onClick.AddListener(delegate { reaction.InitIndex(); reaction.React(); }); } } }
// This is called by the Interactable one at a time for each of its ConditionCollections until one returns true. public bool CheckAndReact() { Debug.Log("CheckAndReact called"); // Go through all Conditions... for (int i = 0; i < requiredConditions.Length; i++) { // ... and check them against the AllConditions version of the Condition. If they don't have the same satisfied flag, return false. // if (!AllConditions.CheckCondition (requiredConditions[i])) // return false; if (!requiredConditions[i].evalFunc()) { if (negReactionCollection) { negReactionCollection.React(); } return(false); } } Debug.Log("reaction collection is " + reactionCollection); // If there is an ReactionCollection assigned, call its React function. if (reactionCollection) { reactionCollection.React(); } else { Debug.Log("no reaction collection assigned"); } // A Reaction happened so return true. return(true); }
// This is called when the player arrives at the interactionLocation. public void Interact() // { if (!ReactionCollection.React()) { defaultReactionCollection.React(); } }
protected void OnTriggerEnter2D(Collider2D collision) { // 상호작용이 가능한 거리로 플레이어가 접근 if (collision.tag == "Player") { // NPC가 이벤트 수행중이 아니라면, 현재 행동을 멈추고 플레이어를 바라본다. //parentObject.GetComponent<NpcScript>().NearByPlayer(); // 저장된 UI 리스트에서 UI를 생성 (각 UI 생성 위치는 현재 무시..) foreach (var ui in list) { // 해당 UI 프리팹을 생성 Button button = Instantiate(ui, transform.position, transform.rotation); // 현재 생성된 UI를 목록에 저장 conShowedUI.Add(button); // 생성한 UI를 Canvas 하위로 이동 button.transform.SetParent(canvas); // 생성한 UI 위치를 부모 객체 위로 이동 button.GetComponent <RectTransform>().anchoredPosition = new Vector2(parentObject.position.x, parentObject.position.y + 1.8f); button.onClick.RemoveAllListeners(); button.onClick.AddListener(delegate { reaction.InitIndex(); reaction.React(); }); } } }
private void OnCollisionEnter(Collision collision) { if (collision.gameObject.tag == "Player") { print("true"); reaction.React(); } }
public void Interact() { for (int i = 0; i < conditionCollections.Length; i++) { conditionCollections [i].CheckAndReact(); } defaultReactionCollection.React(); }
public void workStart() { if (targetTime > 0) { activated = true; workModifierID = barModifier.addToModifiers(new Modifier("WorkToDo", workIncrement, 0, -2)); workStartReaction.React(); } }
public void bathroomUsageStart() { if (targetTime > 0) { activated = true; bathroomUsageModifierID = barModifier.addToModifiers(new Modifier("bathroomUsage", 0, 0, comfortIncrement)); bathroomUsageStartReaction.React(); } }
private void DelayReactionStart() { delayReacitonCollection.InitIndex(); delayReacitonCollection.React(); if (wantDestroy != null) { Destroy(wantDestroy); } }
// Update is called once per frame void Update() { if (Once) { Panel.blocksRaycasts = true; reaction.React(); Once = false; Panel.blocksRaycasts = false; gameObject.SetActive(false); } }
public void Interact() { for (int i = 0; i < conditionCollections.Length; i++) { if (conditionCollections[i].VerifyAndExecute()) { return; } } defaultReactionCollection.React(); }
public void onLevelStartClick() { if (levelManager.checkUnlocked()) { startReactionCollection.React(); } else { LockedReactionCollection.React(); } }
public void Interact() { for (var i = 0; i < conditionCollections.Length; i++) { if (conditionCollections[i].CheckAndReact()) { return; } } defaultReactionCollection.React(); }
private void timerEnded() { if (levelManagement.checkLevelObjectivesAchieved()) { timeUpObjectivesAchieved.React(); levelManagement.unlockNextLevel(); } else { timeUpObjectivesFailed.React(); } }
public override void Interact() { base.Interact(); if (check) { return; } base.Interact(); check = true; StartCoroutine("reset"); if (this.GetComponent <NPCItem>() != null) { this.GetComponent <NPCItem>().setNPCItem(this.GetComponent <NPCItem>().ntype); Debug.Log("set item"); } Debug.Log("interact"); if (dialogPanel != null) { dialogPanel.SetActive(true); DialogArray da = GetComponent <DialogArray> (); DialogPanel dp = dialogPanel.GetComponentInChildren <DialogPanel> (); if (dp != null) { dp.UpdateDialog(da.conversations); } } for (int i = 0; i < conditionCollections.Length; i++) { if (conditionCollections[i].CheckAndReact()) { Debug.Log("not default"); //return; conditionCollections[i].complete = true; QuestListUpdate(); return; } //conditionCollections[i].CheckAndReact (); } QuestListUpdate(); Debug.Log("default"); if (defaultReactionCollection != null) { defaultReactionCollection.React(); } //manager.content = questList.Change(); }
public void Interact() { Debug.Log("Interacting in interact"); for (int i = 0; i < conditionCollections.Length; i++) { if (conditionCollections[i].CheckAndReact()) { return; } } defaultReactionCollection.React(); }
public void Work() { for (int i = 0; i < conditions.Length; i++) { if (conditions[i].CheckAndReact(this)) { return; } } // No reactions satisfied: Do default defaultReaction.React(this); }
public void Interact(MonoBehaviour behaviour) { for (int i = 0; i < conditionCollections.Length; i++) { if (conditionCollections[i].CheckAndReact(this)) { return; } } material.SetColor("_SolidOutline", Color.red); defaultReactionCollection?.React(behaviour); }
public bool CheckAndReact() { if (requiredConditions.Any(rc => !AllConditions.CheckCondition(rc))) { return(false); } if (reactionCollection) { reactionCollection.React(); } return(true); }
public bool CheckAndReact(MonoBehaviour behaviour) { for (int i = 0; i < RequiredConditions.Length; i++) { if (!AllConditions.CheckCondition(RequiredConditions[i])) { return(false); } } ReactionCollection?.React(behaviour); return(true); }
// Player Calls this Function on Arriving At Interactable public void Interact() { // Go through all the ConditionCollections for (int i = 0; i < conditionCollections.Length; i++) { // If React Happens if (conditionCollections[i].CheckAndReact()) { // Exit function return; } } // Otherwise use the Default Reaction defaultReactionCollection.React(); }
public void InvokeConditionReaction() { isFirst = false; if (!isFirst) { isFirst = true; reactionCollection.InitIndex(); reactionCollection.React(); /*if (!FSLocator.controlManager.EventIsPlaying) * ;*/ } }
public bool CheckAndReact() { for (int i = 0; i < requiredConditions.Length; i++) { if (!AllConditions.CheckCondition(requiredConditions[i])) { return(false); } } if (reactionCollection) { reactionCollection.React(); } return(true); }
// This is called when the player arrives at the interactionLocation. public void Interact() { // Go through all the ConditionCollections... for (int i = 0; i < conditionCollections.Length; i++) { // ... then check and potentially react to each. If the reaction happens, exit the function. if (conditionCollections[i].CheckAndReact()) { return; } } // If none of the reactions happened, use the default ReactionCollection. defaultReactionCollection.React(); }
// Reference to the Item which has to be drag-and-dropped. // This is called by the Interactable one at a time for each of its ConditionCollections until one returns true. public bool CheckAndReact(Item dragDropItem) { if (!Equals(this.dragDropItem, dragDropItem)) { return(false); } // If there is an ReactionCollection assigned, call its React function. if (reactionCollection) { reactionCollection.React(); } // A Reaction happened so return true. return(true); }
public bool CheckAndReact(MonoBehaviour mono) { for (int i = 0; i < conditions.Length; i++) { if (!conditions[i].isSatisfied()) { return(false); } } // All conditions satisfied: Do reactions if (reaction) { reaction.React(mono); } return(true); }
public void barUpdate(float time) { value = value + time * barModifier.getMoneyModifier(); if ((int)value == MAX / 4) { lowReaction.React(); } if ((int)value == MAX / 10) { veryLowReaction.React(); } if ((int)value < 0) { noMoreReaction.React(); } }
public ReactionCollection reactionCollection; // reakcje do zrealizowania public bool CheckAndReact() // musimy teraz sprawdzic i jesli konieczne to zareagowac, defaultowo bedzie zwracac true { for (int i = 0; i < requiredConditions.Length; i++) // musimy sprawdzic wszystkie nasze kondycje w for loop, { if (!AllConditions.CheckCondition(requiredConditions[i])) { return(false); //chcemy sprawdzac tylko czy jakis warunek NIE jest spełniony } } if (reactionCollection) // jezeli wszystkie warunki zostaly spelnione to trzeba wyzwolic funkcje React { reactionCollection.React(); } return(true); }
public bool CheckAndReact() { for (int i = 0; i < requiredConditions.Length; i++) { if (!AllConditions.CheckCondition(requiredConditions[i])) //Checks if all the conditions are met, if they are not then it returns false { return(false); } } if (ReactionCollection) { ReactionCollection.React(); //if the conditions have been met and there are some reactions, then call them } return(true); }