private void RangeArea_OnEnter(object sender, TriggerCollider.CollisionEventArgs e) { //Debug.Log("Enter port!"); // Present merchant view: Application.Presenter.MerchantPresenter.Present(Culture, Application.Model.PlayerState.Inventory, Inventory); }
private void RangeArea_OnEnter(object sender, TriggerCollider.CollisionEventArgs e) { if (Time.timeSinceLevelLoad < 0.1f) { return; } Debug.Log("A wild fleet appeared!!"); // Save position of boat: var playerState = Application.Model.PlayerState; playerState.PositionBeforeBattle = transform.position; // Start combat UnityEngine.SceneManagement.SceneManager.LoadScene("Combat"); }
private void RangeArea_OnExit(object sender, TriggerCollider.CollisionEventArgs e) { }
private void RangeArea_OnExit(object sender, TriggerCollider.CollisionEventArgs e) { //Debug.Log("Exit port!"); }