/// <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); }
/// <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); } }
/// <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); }