public void PlayerInteraction() { //checks if Item is interactable and if the the "cost" text (converted to int) is an acceptable amount to reduce from Player rupee count //I'll probably rewrite this so its not a super long conditional if (interactable && Rupees.decreaseCount(System.Convert.ToInt32(Canvas.transform.GetChild(1).GetComponent <Text>().text))) { //Debug.Log("someone interacted with me :)"); //Call function that gives approprach loot/action //Destroy the object Destroy(this.gameObject); //call the players collectitem function Player.SendMessage("collectItem", Upgrade); //the intial interaction of the Player causes his Attack and movement to stop working. This resets those values Player.canMove = true; Player.canAttack = true; Player.currentlyInteracting = false; //Chest has been opened and can never be used again interactable = false; return; } //if the object isnt interactable we still need regain control of Player Player.canMove = true; Player.canAttack = true; Player.currentlyInteracting = false; }
public void PlayerInteraction() { if (interactable) { //Call function that gives approprach loot/action //change the sprite to the open Chest GetComponent <SpriteRenderer>().sprite = ChestOpen; //call the players collectitem function Player.SendMessage("collectItem", InsideItem); //the intial interaction of the Player causes his Attack and movement to stop working. This resets those values Player.canMove = true; Player.canAttack = true; Player.currentlyInteracting = false; //Chest has been opened and can never be used again interactable = false; return; } //if the object isnt interactable we still need regain control of Player Player.canMove = true; Player.canAttack = true; Player.currentlyInteracting = false; }
public void PlayerInteraction() { //call the players collectitem function Player.SendMessage("collectItem", triforcePiece); Player.triforceCount++; //the intial interaction of the Player causes his Attack and movement to stop working. This resets those values Player.canMove = true; Player.canAttack = true; Player.currentlyInteracting = false; Destroy(this.gameObject); return; }