/* Run only Once */ private void OnTriggerEnter2D(Collider2D other) { /* Other then player, dont check */ if (other.GetComponent <Player2D_Manager>() == null) { return; } //* When Near for Interaction, player is not able to attack/move as it will focus on interaction */ Debug.Log("Merchant: " + other); other.transform.GetChild(0).GetComponent <Player2D_Attack>().Interact = true; #if UNITY_ANDROID || UNITY_IPHONE /* Change Attack Button to Interact Button */ Interact_Btn.SetActive(true); Attack_Btn.SetActive(false); #endif }
void Start() { _player = GameObject.FindGameObjectWithTag("MeleeHitbox"); /* Default state */ m_state = "IDLE"; idle.SetActive(true); interact.SetActive(false); bye.SetActive(false); #if UNITY_ANDROID || UNITY_IPHONE /* Default Btn Layout */ Attack_Btn = GameObject.FindGameObjectWithTag("Holder").GetComponent <MerchantHolder>().Attack_Btn; Attack_Btn.SetActive(true); Interact_Btn = GameObject.FindGameObjectWithTag("Holder").GetComponent <MerchantHolder>().Interact_Btn; Interact_Btn.SetActive(false); #endif }
/* When Player exits the area of Interaction */ void OnTriggerExit2D(Collider2D other) { _isinRange = false; if (other.GetComponent <Player2D_Manager>() == null) { return; } if (other.transform.GetChild(0).GetComponent <Player2D_Attack>() != null) { other.transform.GetChild(0).GetComponent <Player2D_Attack>().Interact = false; } #if UNITY_ANDROID || UNITY_IPHONE /* Change Attack Button to Interact Button */ Attack_Btn.SetActive(true); Interact_Btn.SetActive(false); #endif }