Пример #1
0
        private void CameraT_TargetSwitched(Transform T) // so convoluted a cleanup is very required!
        {
            //if (Target == T) { return; }
            Debug.Log("new camera target!");
            if (Target != null)
            {
                Character.Inventory Inv = Target.GetComponentInChildren <Character.Inventory>();
                if (Inv != null)
                {
                    Inv.OnChange -= InventoryUI_OnChange;
                }
            }
            created = false;
            Target  = T;

            OnEnable(); //Recreate inventory
        }
Пример #2
0
 private void CameraT_TargetSwitched(Transform T)
 {
     if (Inv != null)
     {
         Inv.OnChange -= Inv_OnChange;
     }
     //I wonder why and where is it worth checking, becoming delirious
     HPBar.GetComponent <HealthBar>().GetTarget(T);
     //ABar.GetComponent<AmmoBar>().GetTarget(T);
     Character.Humus H = T.GetComponent <Character.Humus>();
     if (H == null)
     {
         ABar.SetActive(false);
         Inv = null;
         return;
     }
     Inv = H.GetComponentInChildren <Character.Inventory>();
     if (Inv != null)
     {
         Inv.OnChange += Inv_OnChange;
     }
 }