Inheritance: NetworkBehaviour
Exemplo n.º 1
0
 protected override void OnTriggerEnter(Collider col)
 {
     if (col.tag == "Player")
     {
         //see if the player has an inventory?
         PickupInventory inv = col.gameObject.GetComponent <PickupInventory>();
         if (inv) //does it exist?
         {
             //store it
             storePickup(inv); //store this pickup into the pickup inventory
         }
         else //otherwise treat this pickup like a normal one!
         {
             base.OnTriggerEnter(col);
         }
     }
 }
Exemplo n.º 2
0
    protected void storePickup(PickupInventory inventory)
    {
        bool stored = inventory.storePickup(this);

        if (stored)
        {
            //hide the pickup now under the player.
            Collider col = gameObject.GetComponent<Collider>();
            if (col)
            {
                col.enabled = false; //disable collisions so it won't fire off again
            }

            Renderer rend = gameObject.GetComponent<Renderer>();
            if (rend)
            {
                rend.enabled = false; //hide the mesh
            }

            transform.parent = inventory.gameObject.transform; //make it a child of the player.
        }
    }
Exemplo n.º 3
0
    protected void storePickup(PickupInventory inventory)
    {
        bool stored = inventory.storePickup(this);

        if (stored)
        {
            //hide the pickup now under the player.
            Collider col = gameObject.GetComponent <Collider>();
            if (col)
            {
                col.enabled = false; //disable collisions so it won't fire off again
            }

            Renderer rend = gameObject.GetComponent <Renderer>();
            if (rend)
            {
                rend.enabled = false; //hide the mesh
            }

            transform.parent = inventory.gameObject.transform; //make it a child of the player.
        }
    }