public void Awake() { window = InventoryManager.instance.craftingStandard.window; triggerer = GetComponent<ObjectTriggerer>(); triggerer.window = window; triggerer.handleWindowDirectly = false; // We're in charge now :) window.OnHide += () => { currentCraftingStation = null; }; triggerer.OnTriggerUse += () => { window.Toggle(); if (window.isVisible) { currentCraftingStation = this; InventoryManager.instance.craftingStandard.SetCraftingCategory(category); } }; triggerer.OnTriggerUnUse += () => { if (currentCraftingStation == this) window.Hide(); }; }
public virtual void Awake() { //base.Awake(); lootWindow = InventoryManager.instance.loot; window = lootWindow.window; triggerer = GetComponent <ObjectTriggerer>(); triggerer.window = window; triggerer.handleWindowDirectly = false; // We're in charge now :) animator = GetComponent <Animator>(); triggerer.OnTriggerUse += () => { OpenTreasureChest(); }; triggerer.OnTriggerUnUse += () => { if (open) { window.Hide(); open = false; } }; CreateGenerator(); }
public virtual void Awake() { //base.Awake(); lootWindow = InventoryManager.instance.loot; window = lootWindow.window; triggerer = GetComponent<ObjectTriggerer>(); triggerer.window = window; triggerer.handleWindowDirectly = false; // We're in charge now :) animator = GetComponent<Animator>(); triggerer.OnTriggerUse += () => { OpenTreasureChest(); }; triggerer.OnTriggerUnUse += () => { if (open) { window.Hide(); open = false; } }; CreateGenerator(); }
public void Awake() { window = InventoryManager.instance.craftingStandard.window; triggerer = GetComponent <ObjectTriggerer>(); triggerer.window = window; triggerer.handleWindowDirectly = false; // We're in charge now :) window.OnHide += () => { currentCraftingStation = null; }; triggerer.OnTriggerUse += () => { window.Toggle(); if (window.isVisible) { currentCraftingStation = this; InventoryManager.instance.craftingStandard.SetCraftingCategory(category); } }; triggerer.OnTriggerUnUse += () => { if (currentCraftingStation == this) { window.Hide(); } }; }
public virtual void UnUse(bool fireEvents = true) { if (isActive == false) { return; } if (handleWindowDirectly && fireEvents) { window.Hide(); } if (unUseAnimation != null && animator != null) { animator.Play(unUseAnimation.name); } if (unUseAudioClip != null) { InventoryUIUtility.AudioPlayOneShot(unUseAudioClip); } isActive = false; if (OnTriggerUnUse != null && fireEvents) { OnTriggerUnUse(); } }