private void OnUse(PlayerInteract.Use e) { if (singleUse && used) { return; } if (singleUse) { used = true; foreach (Transform child in transform) { child.gameObject.SetActive(false); } } // make it so that this object won't get hit by anything gameObject.layer = 0; if (GetComponent <Collider>() != null) { Destroy(GetComponent <Collider>()); } // play audio source GetComponent <AudioSource>().PlayOneShot(breakSound); SpawnBrokenVersion(); }
private void GrantCoins(PlayerInteract.Use e) { // Send out event to player GiveCoins gc; gc.coinCount = coinCount + Random.Range(-coinCountVarience, coinCountVarience); FFMessageBoard <GiveCoins> .SendToLocalToAllConnected(gc, e.actor.gameObject); }
private void OnUse(PlayerInteract.Use e) { if (playerInventory.hasPowerObject) { activateOnWin.gameObject.SetActive(true); player.LoadVictoryScreen(winDelay); } }
private void GrantObject(PlayerInteract.Use e) { // Send out event to player GiveObject giveObject; giveObject.ObjectName = ObjectName; giveObject.objectCount = objectCount + Random.Range(-objectCountVarience, objectCountVarience); FFMessageBoard <GiveObject> .SendToLocalToAllConnected(giveObject, e.actor.gameObject); }
private void OnUse(PlayerInteract.Use e) { if (singleUse && used) { return; } if (singleUse) { used = true; } }
private void OnUse(PlayerInteract.Use e) { if (singleUse && used) { return; } if (needsKey && e.actor.GetComponent <Inventory>().hasKey == false) { return; } if (singleUse) { used = true; } Animate(); }
private void Pickup(PlayerInteract.Use e) { // Play effects if (GetComponent <AudioSource>() != null && pickupSound != null) { GetComponent <AudioSource>().PlayOneShot(pickupSound); } // Send out event to player PickupEvent pe; pe.name = gameObject.name; FFMessageBoard <PickupEvent> .SendToLocalToAllConnected(pe, e.actor.gameObject); // Destroy self, @TODO Fancy pickup Animation? var seq = action.Sequence(); float pickupTime = Mathf.Max(1.0f, pickupSound != null ? pickupSound.length : 1.0f); seq.Property(ffposition, e.actor.position, FFEase.E_SmoothStart, pickupTime); seq.Delay(pickupSound != null ? pickupSound.length : 1.0f); seq.Sync(); seq.Call(DestroySelf); }