public Transform ConfigCharacters() { _currentCharacterController = DequeueCharacter(); _currentCharacterController.isJustEntered = true; _messageBus.RaiseEvent(new OnOtherDisabled(_currentCharacterController.EntityId, _id)); return(_currentCharacterController.transform); }
private void OnCharacterInteract(GameObject character) { if (!_console.CanDoAction()) { return; } _controller = character.GetComponent <CharacterController>(); _controller.enabled = false; _controller.Stop(); _gc = _controller.GetGamepad(); _hasControl = true; bool ok = true; foreach (var consoleControlSystem in _systems) { if (!consoleControlSystem.Activate()) { ok = false; } } tag = interactingTag; if (!ok) { OnStopInteraction(); } }
private void OnStopInteraction() { _controller.enabled = true; _controller = null; _gc = null; _hasControl = false; foreach (var consoleControlSystem in _systems) { consoleControlSystem.Desactivate(); } tag = _originalTag; }
public Transform EnterNextCharacter() { _currentCharacterController = DequeueCharacter(); _messageBus.RaiseEvent(new OnCharacterArrivalToggled(_currentCharacterController.EntityId, true)); return(_currentCharacterController.transform); }
public void EnqueueCharacter(Character.CharacterController controller) { _characters.Enqueue(controller); }