Пример #1
0
    /// <summary>
    /// If the player enters contact with the quest giver then a InteractTriggerEvent is called;
    /// </summary>
    /// <param name="other">Gameobjects Collider</param>
    private void OnTriggerEnter(Collider other)
    {
        //Debug.Log("Quest giver with questID " + myQuest.QuestID + " Has been triggered enter");
        if (enabled == false)
        {
            return;
        }
        InteractTriggerEventInfo itei = new InteractTriggerEventInfo {
            isInteractable = true
        };

        EventHandeler.Current.FireEvent(EventHandeler.EVENT_TYPE.Interact, itei);
    }
Пример #2
0
    /// <summary>
    /// Reacts to an InteractTriggerEvent callback;
    /// This enables an Image that gives feedback to the player that somthing can be interacted with;
    /// </summary>
    /// <param name="eventInfo">InteractTriggerEvent</param>
    private void InteractAvalible(EventInfo eventInfo)
    {
        InteractTriggerEventInfo itei = (InteractTriggerEventInfo)eventInfo;

        if (itei.isInteractable)
        {
            interact.gameObject.SetActive(true);
        }
        else
        {
            interact.gameObject.SetActive(false);
        }
    }
Пример #3
0
    /// <summary>
    /// If the player exit contact with the quest giver then a InteractTriggerEvent is called;
    /// </summary>
    /// <param name="other">Gameobjects Collider</param>
    private void OnTriggerExit(Collider other)
    {
        if (enabled == false)
        {
            return;
        }
        InteractTriggerEventInfo itei = new InteractTriggerEventInfo {
            isInteractable = false
        };

        EventHandeler.Current.FireEvent(EventHandeler.EVENT_TYPE.Interact, itei);

        QuestDialogEventInfo questDialogEvent = new QuestDialogEventInfo {
            questText = CurrentStateDialog(), show = false
        };

        EventHandeler.Current.FireEvent(EventHandeler.EVENT_TYPE.QuestDialog, questDialogEvent);
    }