Пример #1
0
 private void WorkMissionProgress(WorkableItemInfo workableItem)
 {
     if (player.CurrentMission.Type == MissionType.CutDownTrees)
     {
         if (workableItem.RequiredToolType == ToolType.Woodcutting)
         {
             player.CurrentMission.AddProgress(1);
         }
     }
 }
Пример #2
0
    private void OnTriggerEnter(Collider col)
    {
        if (target && col.gameObject == target)
        {
            if (col.gameObject.tag == PickableItemTag)
            {
                // TODO: Add item to inventory
                //Inventory.Instance.AddItem();

                col.gameObject.GetComponent <BoxContainer>().GetItems();
                print("item picked up!!! \n Implement adding to inventory.");
                anim.SetTrigger("Pickup");
                Destroy(col.gameObject);
                target    = null;
                isRunning = false;
                Notification.New().Show("You picked up item!", 0.5f, NotificationType.Success);
                pricing.PaintBuilding(buildMenu.shelter);
                pricing.PaintBuilding(buildMenu.turret);
                if (player.CurrentMission.Type == MissionType.PickupCocos)
                {
                    player.CurrentMission.AddProgress(1);
                }
            }
            else if (col.gameObject.tag == WorkableItemTag)
            {
                workableItem = col.gameObject.GetComponent <WorkableItemInfo>();
                isRunning    = false;
                if (Inventory.Instance.HasItem(workableItem.requiredItemId))
                {
                    isWorking = true;
                    // TODO: start visuals for working
                    InvokeRepeating("WorkResource", 1, 1);
                    ControlWorkAnimation(true);
                }
                else
                {
                    Notification.New().Show("You don't have required item!", 3, NotificationType.Error);
                }
            }
        }
        if (col.gameObject.tag == ShelterTag)
        {
            energyAutoRegeneration += col.gameObject.GetComponent <ShelterRestTrigger>().restSpeed;
        }
    }