// Use this before you continue with the interaction order public bool IsInteractionAllowed(ActionType withThisAction, InteractingComponent interactWith) { bool checkInteraction = true; switch (withThisAction) { case ActionType.Inspect: case ActionType.Gather: case ActionType.Converse: // Check if Near float dist = Vector3.Distance(this.transform.position, interactWith.transform.position); Debug.Log("Distance : " + dist); if (dist > allowableInteractDistance) { checkInteraction = false; } else { checkInteraction = true; } break; case ActionType.Wait: break; case ActionType.Observe: break; } return(checkInteraction); }
public virtual void StartInteraction(InteractingComponent unit, ActionType actionIndex) { // Unique }