public override void setSelectedObject(Activateable obj, Vector3 offset) { // Can't select currently held weapon if(obj.GetType() != typeof(Rifle) && obj.GetType() != typeof(Weapon) && activateableTypes.Exists(t => t == obj.GetType().BaseType || t == obj.GetType())) { selectedObject = obj; Destroy(activationTexture); Vector3 distance = gameObject.transform.position - obj.transform.position; distance.y = 0.0f; Quaternion rotation = Quaternion.Euler(90.0f, Quaternion.LookRotation(distance).eulerAngles.y, 0.0f); activationTexture = (GameObject)Instantiate(activationPrefab, obj.rigidbody.transform.position + Vector3.up + offset, rotation); } }
public virtual void setSelectedObject(Activateable obj, Vector3 offset) { // Can't select currently held weapon if(obj != weaponHandler.weapon && activateableTypes.Exists(t => t == obj.GetType().BaseType)) { selectedObject = obj; } }