//When event is triggered, do all the things to the player and camera //[TODO] Move a lot of this to the world event manager most likely public void EventTriggerEntered() { //Pause player //pRunner.StopRunner(); pEventHandler.MovePlayerToLocation(playerEventWaitLocation.position); //Move camera mainGameCamera.WatchObject(cameraHoldLocation.position, cameraLookAtLocation); //Fire a conversation conManager.ActivateEvent(associatedConversationID); //[TODO] setup a listener here? Or pass a reference to this to receive a reply? worldEventMan.EventFired(this); }
public void CraftItem(int itemIndex) { //Remove required resources for (int i = 0; i < craftableItems[itemIndex].resourcesRequiredToCraft.Count; i++) { resourcesMan.SpendResource(craftableItems[itemIndex].resourcesRequiredToCraft[i]); } resourcesMan.AddResource(craftableItems[itemIndex].craftedItem, craftableItems[itemIndex].safeItem); craftableItems[itemIndex].craftedStatus = true; if (craftableItems[itemIndex].associatedWorldEvent != null) { eventMan.EventFired(craftableItems[itemIndex].associatedWorldEvent); } }