public override void TriggerEvent() { this.UsedUp = true; playerCharacter.interact -= TriggerEvent; HideInteractObj(); if (PipSystem.Chest.Locked) { PipSystem.Chest.Locked = false; } PipSystem.Chest.MaxCap++; PipSystem.UpdatePipPad(PipSystem.Chest); Animator.SetTrigger(ActivateHash); }
public override void TriggerEvent() { this.UsedUp = true; playerCharacter.interact -= TriggerEvent; HideInteractObj(); if (PipSystem.Arms.Locked) { PipSystem.Arms.Locked = false; } PipSystem.Arms.MaxCap++; PipSystem.UpdatePipPad(PipSystem.Arms); Animator.SetTrigger(ActivateHash); PowerUpSound.Play(); PowerUpDarwinSound.PlayDelayed(PowerUpSound.clip.length); }
// Using OnEnable because it is being called after PlayerCharacter onawake but before pipsystems start // This allows the player character to become initialized the pipdisplay to be able to call it and sub to // the pipsystems delegates and then have them call the PipDisplay functions. void OnEnable() { if (pipSystem == null) { Debug.LogError("Did Not Add A pipSystem to PipDisplay. Fix It."); pipSystem = GetComponent <PipSystem>(); if (pipSystem == null) { pipSystem = GameObject.Find("Darwin").GetComponent <PipSystem>(); } } if (pipSystem != null) { pipSystem.Updated += UpdatePipPadDisplay; pipSystem.DisplayUpdated += UpdatePipPoolDisplay; } pipFullHPPrefab = (GameObject)Resources.Load("Prefabs/Pip", typeof(GameObject)); pipLentHPPrefab = (GameObject)Resources.Load("Prefabs/FunnelPip", typeof(GameObject)); }