예제 #1
0
 private void CheckShopOpen(ShopBase _shop)
 {
     if (_shop.IsOpen)
     {
         SetTo_InsideABuilding_Trigger();
     }
 }
예제 #2
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 public void SetupButtonData(ShopBase _shop, ISaleable _item, MyBuyButton3D _buyButton)
 {
     m_shop        = _shop;
     Item          = _item;
     myBuyButton3D = _buyButton;
     ActionsSub();
     DelegatesSub();
     SetOnClickAction();
 }
예제 #3
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 // OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
 override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
 {
     base.OnStateEnter(animator, stateInfo, layerIndex);
     GoInside();
     cameraManager.Action_InsideOrNearBuildCamera();
     _Shop             = inputManager.SavedDoor.Shop;
     _CurrentMeshIndex = 0;
     SetOutline(_Shop.SelectableObjects[_OldMeshIndex], _Shop.SelectableObjects[_CurrentMeshIndex]);
 }
예제 #4
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 private void SetupShopMenu(ShopBase _shop)
 {
     CleanShopMenu();
     foreach (ISaleable _item in _shop.ShopData.SaleableObjects)
     {
         GameObject         _newItemInfo = Instantiate(ShopItemPref, ShopMenuContent.transform);
         ItemInShopInfoData InfoData     = _newItemInfo.GetComponent <ItemInShopInfoData>();
         InfoData.Setup(_item, _shop);
     }
     ShopMenuPanel.SetActive(true);
 }