private void OnTriggerExit(Collider other) { if (m_currFishingSkillLevel == 0) { return; } if (m_fishingSignLayerMask == (m_fishingSignLayerMask | (1 << other.gameObject.layer))) { FishingSign sign = other.GetComponent <FishingSign>(); if (sign == null) { Debug.LogError("Exited trigger of chracter who is not fish sign."); return; } if (m_currFishingSign != sign) { Debug.LogWarning("Exiting fish sign range that you weren't in range of."); sign.SetInteractable(false); } if (m_currFishingSign == null) { return; } m_currFishingSign.SetInteractable(false); m_fishingCamera = null; m_currFishingSign = null; } }
private void OnTriggerEnter(Collider other) { if (m_currFishingSkillLevel == 0) { return; } if (m_fishingSignLayerMask == (m_fishingSignLayerMask | (1 << other.gameObject.layer))) { FishingSign sign = other.GetComponent <FishingSign>(); if (sign == null) { Debug.LogError("Entered trigger of chracter who is not fishing sign."); return; } if (m_currFishingSign != null) { Debug.LogWarning("Overriding current fishing sign to talk to."); m_currFishingSign.SetInteractable(false); } // Check NodeExists if (!sign.Interactible) { m_fishingCamera = null; m_currFishingSign = null; return; } m_currFishingSign = sign; m_fishingCamera = m_currFishingSign.FishingCamera.GetComponent <CinemachineVirtualCamera>(); m_currFishingSign.SetInteractable(true); } }