//v1.4 public void setBehaviour(Item.BehaviourType behaviour) { if (behaviour != activeArea.getBehaviour()) { Controller.Instance.AddTool(new ChangeIntegerValueTool(activeArea, (int)behaviour, "getBehaviourInteger", "setBehaviourInteger")); Controller.Instance.DataModified(); } }
public InteractuableResult Interacted(RaycastHit hit = new RaycastHit()) { InteractuableResult ret = InteractuableResult.IGNORES; if (aad.getInfluenceArea() != null) { } switch (aad.getBehaviour()) { case Item.BehaviourType.FIRST_ACTION: foreach (Action a in aad.getActions()) { if (ConditionChecker.check(a.getConditions())) { Game.Instance.Execute(new EffectHolder(a.getEffects())); break; } } ret = InteractuableResult.DOES_SOMETHING; break; case Item.BehaviourType.NORMAL: List <Action> available = new List <Action> (); foreach (Action a in aad.getActions()) { if (ConditionChecker.check(a.getConditions())) { bool addaction = true; foreach (Action a2 in available) { if ((a.getType() == Action.CUSTOM || a.getType() == Action.CUSTOM_INTERACT) && (a2.getType() == Action.CUSTOM || a2.getType() == Action.CUSTOM_INTERACT)) { if (((CustomAction)a).getName() == ((CustomAction)a2).getName()) { addaction = false; break; } } else if (a.getType() == a2.getType()) { addaction = false; break; } } if (addaction) { available.Add(a); } } } //We check if it's an examine action, otherwise we create one and add it bool addexamine = true; string desc = aad.getDescription(0).getDetailedDescription(); if (desc != "") { foreach (Action a in available) { if (a.getType() == Action.EXAMINE) { addexamine = false; break; } } if (addexamine) { Action ex = new Action(Action.EXAMINE); Effects exeff = new Effects(); exeff.add(new SpeakPlayerEffect(desc)); ex.setEffects(exeff); available.Add(ex); } } if (available.Count > 0) { Game.Instance.showActions(available, Input.mousePosition); ret = InteractuableResult.DOES_SOMETHING; } break; case Item.BehaviourType.ATREZZO: default: ret = InteractuableResult.IGNORES; break; } return(ret); }