Inheritance: MonoBehaviour
    public void DisplayObject(InteractionObject interactionObject)
    {
        // Run world behaviors resulting from interaction
        interactionObject.onInteractionBegin.Invoke(interactionObject);

        if (interactionObject.objectDialog != null)
        {
            dialog.SetDialogQueue(interactionObject.objectDialog);
            dialog.DisplayNextCard();
        }
        else if(interactionObject.objectConversation != null)
        {
            FindObjectOfType<ConversationManager>().RunConversation(interactionObject.objectConversation);
        }

        GameObject currentInspectedObject = null;

        if (interactionObject.isInspectable)
        {
            currentInspectedObject = (GameObject)Instantiate(interactionObject.objectToInspect, this.transform.position, Quaternion.Euler(interactionObject.interactionRotation));
            currentInspectedObject.transform.parent = this.transform;

            PlaceObjectToFit(currentInspectedObject);

            camera.enabled = true;
            cameraGrayscale.effectAmount = 1;
        }

        StartCoroutine(CloseInteractionCamera(interactionObject, currentInspectedObject));
    }
 protected Node ST_Approach(Transform target1, Transform target2, InteractionObject cp)
 {
     //foreach (GameObject n in chara) {
     Val<Vector3> position1 = Val.V (() => target1.position);
     Val<Vector3> position2 = Val.V (() => target2.position);
     //print ("hello");
     return new SequenceParallel (participant2.GetComponent<BehaviorMecanim> ().Node_GoTo (position1), participant1.GetComponent<BehaviorMecanim> ().Node_GoTo (position1));
 }
示例#3
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 public InteractionPoint()
 {
     _referenceOffset = Vector3.zero;
     _globalPosition = Vector3.zero;
     _previousGlobalPosition = Vector3.zero;
     _interactionObject = null;
     _isConnected = false;
 }
示例#4
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 private void OnInteractionTrigger(
     FullBodyBipedEffector effector, 
     InteractionObject obj)
 {
     if (this.triggers == null)
         this.triggers = new Dictionary<FullBodyBipedEffector, bool>();
     if (this.triggers.ContainsKey(effector))
         this.triggers[effector] = true;
 }
示例#5
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 private void OnInteractionFinish(
     FullBodyBipedEffector effector,
     InteractionObject obj)
 {
     if (this.finish == null)
         this.finish = new Dictionary<FullBodyBipedEffector, bool>();
     if (this.finish.ContainsKey(effector))
         this.finish[effector] = true;
 }
示例#6
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    void YeetTheThing()
    {
        Vector3 mousePos = Input.mousePosition;
        Vector2 dir      = Camera.main.ScreenToWorldPoint(mousePos) - transform.position;

        Vector2 v = dir.normalized * m_timeMouseWasDownFor * m_yeetSpeedMultiplier;

        m_objectInHands.OnYeeted(gameObject, v);
        m_objectInHands = null;
    }
示例#7
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 private void OnInteractionTrigger(
     CrossfadeInteractionHandler handler,
     FullBodyBipedEffector effectorType,
     InteractionObject interactionObject)
 {
     if (this.BodyTrigger != null)
     {
         this.BodyTrigger(effectorType, interactionObject);
     }
 }
示例#8
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 private void OnInteractionRelease(
     CrossfadeInteractionHandler handler,
     FullBodyBipedEffector effectorType,
     InteractionObject interactionObject)
 {
     if (this.BodyRelease != null)
     {
         this.BodyRelease(effectorType, interactionObject);
     }
 }
        /// <summary>
        /// Saves the interaction settings to file.
        /// </summary>
        /// <param name="_object">Object.</param>
        /// <param name="owner">Owner.</param>
        public static void SaveInteractionToFile(InteractionObject _object, string owner)
        {
            m_Path = Save(owner, "cc_interactions");
            if (m_Path.Length == 0)
            {
                return;
            }

            SaveObjectToFile <InteractionObject>(_object);
        }
示例#10
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        public override bool CanUse(Player player, InteractionObject target)
        {
            if (target.objectType != ObjectType.Stump)
            {
                return(false);
            }
            TreeStump treeStump = target.GetComponent <TreeStump>();

            return(treeStump != null && player.Stamina >= treeStump.staminaCost);
        }
示例#11
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 void OnTriggerEnter2D(Collider2D other)
 {
     if (other.CompareTag("interObject"))
     {
         Debug.Log(other.name);
         currentInterObj = other.gameObject;
         // Get script to check type
         currentInterObjScript = currentInterObj.GetComponent <InteractionObject>();
     }
 }
        /// <summary>
        /// Loads the interaction settings from file.
        /// </summary>
        /// <returns>The interaction from file.</returns>
        /// <param name="_object">Object.</param>
        public static InteractionObject LoadInteractionFromFile(InteractionObject _object)
        {
            m_Path = Load("cc_interactions");
            if (m_Path.Length == 0)
            {
                return(_object);
            }

            return(LoadObjectFromFile <InteractionObject>(_object));
        }
 void OnTriggerEnter2D(Collider2D item)
 {
     // Se inicializa el objeto actual cuando el player coliciona con el item.
     if (item.gameObject.tag == "Item")
     {
         //Debug.Log (item.name);
         currentItem             = item.gameObject;
         interactionObjectScript = currentItem.GetComponent <InteractionObject> ();
     }
 }
示例#14
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 public float PickUpObject(InteractionObject whichIO)
 {
     if (!holding)
     {
         interactionSystem.StartInteraction(FullBodyBipedEffector.LeftHand, whichIO, false);
         interactionSystem.StartInteraction(FullBodyBipedEffector.RightHand, whichIO, false);
     }
     ObjectWhenUpright = whichIO.transform.localEulerAngles;
     return(holdWeight);    // lerps from 0 to 1
 }
 private void OnTriggerExit2D(Collider2D collision)
 {
     if (collision.gameObject.CompareTag("Interactable"))
     {
         inInteractionZone = !inInteractionZone;
         interactionObject = collision.gameObject;
         InteractionObject interactionScript = interactionObject.GetComponent <InteractionObject>();
         interactionScript.Triggered("exit");
     }
 }
示例#16
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 public void OnTriggerExit2D(Collider2D collision)
 {
     if (collision.CompareTag("interactObject"))
     {
         if (collision.gameObject == currentInterObj)
         {
             currentInterObj       = null;
             currentInterObjScript = null;
         }
     }
 }
    public static InteractionObject getInteractionObject(GameObject obj)
    {
        InteractionObject interactionObject;

        if (!_instanceMap.TryGetValue(obj, out interactionObject))
        {
            interactionObject = new InteractionObject(obj);
            _instanceMap[obj] = interactionObject;
        }
        return(interactionObject);
    }
示例#18
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 private void ActionLeft()
 {
     if (target != null)
     {
         if (target.GetComponent <InteractionObject>() != null)
         {
             InteractionObject interactionObject = target.GetComponent <InteractionObject>();
             interactionObject.LeftAction();
         }
     }
 }
示例#19
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    private void Update()
    {
        if (GameMarager.Single.State != State.Game)
        {
            return;
        }

        //player旋转
        transform.Rotate(0, InputMarager.Horizontal * RotationSpeed * Time.deltaTime, 0);
        //player移动 方向
        if (InputMarager.Space)
        {
            UpSpeed = 1; Invoke("ResetUpSpeed", 0.2f);
        }
        Vector3 Direction = new Vector3(InputMarager.LeftRight, UpSpeed, InputMarager.ForwardBack);

        //把方向改变为自己的移动方向
        Direction = transform.TransformDirection(Direction);
        //角色控制器 控制移动
        MoveController.Move(Direction * MoveSpeed * Time.deltaTime);

        //发射线检测是否有交互物体
        InteractionObject = null;

        RaycastHit hit;

        if (Physics.Raycast(Camera.main.transform.position, Camera.main.transform.TransformDirection(Vector3.forward), out hit, 4f, InteractionLayerMask))
        {
            InteractionObject = hit.collider.gameObject.GetComponent <IInteraction>();
            //如果找到的物体不为空 并且是未激活
            if (InteractionObject != null && InteractionObject.IsActive == false)
            {
                InteractionObject = null;
            }

            if (InteractionObject != null && InteractionObject != LastInteractionObject)
            {
                OnInteraction(InteractionObject);
            }
            //如果不为空 并且按下E 展开交互的ui
            if (InteractionObject != null)
            {
                if (InputMarager.Use)
                {
                    InteractionObject.Use();
                }
            }
        }
        else
        {
            OnInteraction(InteractionObject);
        }
        LastInteractionObject = InteractionObject;
    }
        override public void ShowGUI(List <ActionParameter> parameters)
        {
            isPlayer = EditorGUILayout.Toggle("Is Player?", isPlayer);

            if (!isPlayer)
            {
                intCharParameterID = Action.ChooseParameterGUI("Character:", parameters, intCharParameterID, ParameterType.GameObject);
                if (intCharParameterID >= 0)
                {
                    intCharConstantID    = 0;
                    interactionCharacter = null;
                }
                else
                {
                    interactionCharacter = (Char)EditorGUILayout.ObjectField("Character:", interactionCharacter, typeof(Char), true);

                    intCharConstantID    = FieldToID(interactionCharacter, intCharConstantID);
                    interactionCharacter = IDToField(interactionCharacter, intCharConstantID, false);
                }
            }
            else
            {
                interactionCharacter = AC.KickStarter.player;
            }

            handsUsed = (HandsUsed)EditorGUILayout.EnumPopup("Which hand(s) to use", handsUsed);

            //Get the asset file
            interactionList = (InteractionObjectList)EditorGUILayout.ObjectField("Interaction Object List:", interactionList, typeof(InteractionObjectList), true);

            if (interactionList)
            {
                //Create a string list for the objects in the list
                List <string> objects = new List <string>();

                int index = 0;

                if (interactionList.objectList.Count > 0)
                {
                    foreach (InteractionObjectData datas in interactionList.objectList)
                    {
                        objects.Add(datas.myObject.objectName);
                        index++;
                    }

                    string label = "Object:";

                    objectNum         = EditorGUILayout.Popup(label, objectNum, objects.ToArray());
                    interactionObject = interactionList.objectList[objectNum].myObject;
                }
            }

            AfterRunningOption();
        }
    private void Interaction()
    {
        if (isInteraction)
        {
            return;
        }

        InteractionObject targetObject = GetAvailableInteractionObject();

        targetObject?.Interaction(() => { isInteraction = false; });
    }
 // Update is called once per frame
 void Update()
 {
     if (inInteractionZone)
     {
         if (Input.GetKeyDown(KeyCode.E))
         {
             InteractionObject interactionScript = interactionObject.GetComponent <InteractionObject>();
             interactionScript.Triggered("click");
         }
     }
 }
示例#23
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 private void ActionStart()
 {
     if (target != null)
     {
         if (target.GetComponent <InteractionObject>() != null)
         {
             InteractionObject interactionObject = target.GetComponent <InteractionObject>();
             interactionObject.StartAction(character);
         }
     }
 }
示例#24
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 void OnTriggerEnter2D(Collider2D other)
 {
     if (other.CompareTag("interObject"))
     {
         currentInterObj       = other.gameObject;
         currentInterObjScript = currentInterObj.GetComponent <InteractionObject> ();
         Color tmp = currentInterObj.GetComponent <Renderer> ().material.color;
         tmp.a = 0.75f;
         currentInterObj.GetComponent <Renderer> ().material.color = tmp;
     }
 }
    public void AttemptExitEnd(InteractionObject obj)
    {
        if (numberOfPapers == 0)
        {
            var closeSound = obj.GetComponent<AudioSource>();
            if (closeSound != null)
                closeSound.Play();

            StartCoroutine(ExitCoroutine());
        }
    }
 void OnTriggerExit2D(Collider2D other)
 {
     if (other.CompareTag("InteractionObject"))
     {
         if (other.gameObject == currentInterObj)
         {
             currentInterObj       = null;
             currentInterObjScript = null;
         }
     }
 }
        private static Node TakeOutGun(GameObject participant)
        {
            InteractionObject gun = participant.GetComponentInChildren <InteractionObject>();

            return(new Sequence(
                       participant.GetComponent <BehaviorMecanim>().Node_StartInteraction(FullBodyBipedEffector.RightHand, gun),
                       new LeafWait(500),
                       new LeafInvoke(() => PickUpGun(gun.gameObject)),
                       participant.GetComponent <BehaviorMecanim>().Node_StopInteraction(FullBodyBipedEffector.RightHand)
                       ));
        }
示例#28
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 private void Interact()
 {
     if (Physics.Raycast(camera.transform.position, camera.transform.forward, out RaycastHit hit, 5))
     {
         InteractionObject target = hit.transform.GetComponent <InteractionObject>();
         if (target)
         {
             target.Execute();
         }
     }
 }
示例#29
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 private void OnTriggerExit2D(Collider2D other)
 {
     if (other.CompareTag("InterObject") || other.CompareTag("NPC") || other.CompareTag("GrandmaMerchant"))
     {
         if (other.gameObject == currentInterObj)
         {
             currentInterObj       = null;
             currentInterObjScript = null;
             currentNPCScript      = null;
         }
     }
 }
示例#30
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 private void Update()
 {
     if (Input.GetButtonDown("Interact") && currentInterobj)
     {
         if (currentInterobjScript.inventory)
         {
             inventory.AddItem(currentInterobj);
             currentInterobj       = null;
             currentInterobjScript = null;
         }
     }
 }
示例#31
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 public void GoToHallwayEnd(InteractionObject obj)
 {
     // Only load hallway if keycard has been found
     if (keycardFound)
     {
         StartCoroutine(ExitToHallwayCoroutine());
     }
     else
     {
         convoManager.RunConversation(keycardNotFoundConvo);
     }
 }    
示例#32
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    private void Update()
    {
        if (Input.GetButtonDown("Interact") && currentInterObj)
        {
            //Check if able to store object in inventory
            if (currentInterObjScript.inventory)
            {
                inventory.addItem(currentInterObj);
            }
            //Nulify the objects so the player cannot
            //keep adding duplicates to inventory
            currentInterObj       = null;
            currentInterObjScript = null;
        }

        // Use a health potion
        if (Input.GetButtonDown("Potion"))
        {
            //Check the inventory for a potion
            GameObject potion = inventory.FindItemByType("HealthPotion");
            if (potion != null)
            {
                //Use the potion - apply its effect
                //Remove the potion from inventory
                inventory.RemoveItem(potion);
                Debug.Log("Health potion was used");
                stat.addHealth(2);
            }
            else
            {
                Debug.Log("Cannot find potion in inventory");
            }
        }

        // Use a Power potion
        if (Input.GetButtonDown("PowerPotion"))
        {
            //Check the inventory for a potion
            GameObject potion1 = inventory.FindItemByType("PowerPotion");
            if (potion1 != null)
            {
                // Use the potion - apply it effects
                //Remove the potion from inventory
                inventory.RemoveItem(potion1);
                Debug.Log("Power Potion was used");
                stat.addDamage(1);
            }
            else
            {
                Debug.Log("Cannot find power potion in inventory");
            }
        }
    }
示例#33
0
 void OnTriggerEnter2D(Collider2D other)
 {
     if (other.CompareTag("InterObject"))
     {
         currentInterObj       = other.gameObject;
         currentInterObjScript = currentInterObj.GetComponent <InteractionObject>();
         if (currentInterObjScript.inventory)
         {
             inventory.AddItem(currentInterObj);
         }
     }
 }
示例#34
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 private void OnTriggerEnter2D(Collider2D collision)
 {
     if (collision.CompareTag("interObject"))
     {
         currentInterObject      = collision.gameObject;
         currentInterObjScript   = currentInterObject.GetComponent <InteractionObject>();
         currentSentenceOriginal = currentInterObjScript.currentSentence;
         if (currentInterObjScript.textFile)
         {
             currentInterObjScript.sentences = currentInterObjScript.textFile.text.Split('\n');
         }
     }
 }
示例#35
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 private void OnInteractionTrigger(
     FullBodyBipedEffector effector,
     InteractionObject obj)
 {
     if (this.triggers == null)
     {
         this.triggers = new Dictionary <FullBodyBipedEffector, bool>();
     }
     if (this.triggers.ContainsKey(effector))
     {
         this.triggers[effector] = true;
     }
 }
示例#36
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 private void OnInteractionFinish(
     FullBodyBipedEffector effector,
     InteractionObject obj)
 {
     if (this.finish == null)
     {
         this.finish = new Dictionary <FullBodyBipedEffector, bool>();
     }
     if (this.finish.ContainsKey(effector))
     {
         this.finish[effector] = true;
     }
 }
示例#37
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 private void OnStart(FullBodyBipedEffector effectorType, InteractionObject interactionObject)
 {
     if (effectorType != FullBodyBipedEffector.LeftHand)
     {
         return;
     }
     if (interactionObject != this.obj)
     {
         return;
     }
     this.RotatePivot();
     this.holdPoint.rotation = this.obj.transform.rotation;
 }
示例#38
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    public void connectToObject(InteractionObject obj, InteractionPointConnectMethod connectMode = InteractionPointConnectMethod.MIRROR)
    {
        _interactionObject = obj;

        if (connectMode == InteractionPointConnectMethod.MIRROR) {
            connectToObjectMirror(obj);
        } else {
            if (connectMode == InteractionPointConnectMethod.SURFACE) {
                connectToObjectSurface(obj);
            } else {
                if (obj.isInsideW(_globalPosition, InteractionHand.SIZE) == (connectMode == InteractionPointConnectMethod.INSIDE)) {
                    connectToObjectMirror(obj);
                } else {
                    connectToObjectSurface(obj);
                }
            }
        }

        _isConnected = true;
    }
	void PickUp()
	{
		if(Input.GetKeyDown(KeyCode.P))//Input.GetKey("PickUp"))
		{
			float x = Screen.width /2; 
			float y = Screen.height/2;

			Ray ray = mainCam.ScreenPointToRay(new Vector3(x,y));
			RaycastHit hit;

			if(Physics.Raycast(ray, out hit))
			{
				selectedObject = hit.collider.GetComponent<InteractionObject>();
				if(selectedObject != null)
				{
					carrying = true;
					carryingObject = selectedObject.RBody;
				}
			}

		}
	}
 private void OnEffectorResume(
     FullBodyBipedEffector effectorType, 
     InteractionObject interactionObject)
 {
     if (this.InteractionResume != null)
         this.InteractionResume(this, effectorType, interactionObject);
 }
 private void OnEffectorPickUp(
     FullBodyBipedEffector effectorType, 
     InteractionObject interactionObject)
 {
     if (this.InteractionPickUp != null)
         this.InteractionPickUp(this, effectorType, interactionObject);
 }
 protected Node ST_PickUp(GameObject ball, InteractionObject obj)
 {
     FullBodyBipedEffector hand = FullBodyBipedEffector.RightHand;
     Val<Vector3> position = Val.V(() => ball.transform.position);
     return
         new SelectorShuffle(
         new Sequence(participant1.GetComponent<BehaviorMecanim>().Node_GoToUpToRadius(position, 1f),
         participant1.GetComponent<BehaviorMecanim>().Node_StartInteraction(hand, obj),
         new LeafWait(2000)),
         new Sequence(participant2.GetComponent<BehaviorMecanim>().Node_GoToUpToRadius(position, 1f),
         participant2.GetComponent<BehaviorMecanim>().Node_StartInteraction(hand, obj),
         new LeafWait(2000)),
         new Sequence(participant3.GetComponent<BehaviorMecanim>().Node_GoToUpToRadius(position, 1f),
         participant3.GetComponent<BehaviorMecanim>().Node_StartInteraction(hand, obj),
         new LeafWait(2000)));
 }
 private void OnEffectorStart(
     FullBodyBipedEffector effectorType, 
     InteractionObject interactionObject)
 {
     if (this.InteractionStart != null)
         this.InteractionStart(this, effectorType, interactionObject);
 }
示例#44
0
 protected Node ST_Get_Ball(GameObject picker, FullBodyBipedEffector effector, InteractionObject ball, string tracer)
 {
     Val<FullBodyBipedEffector> eff = Val.V(() => effector);
     Val<InteractionObject> ba = Val.V(() => ball);
     return new Sequence(
         new LeafTrace(tracer),
         picker.GetComponent<BehaviorMecanim>().Node_StartInteraction(eff, ba),
         new LeafWait(1000));
 }
示例#45
0
 public void LoadTheScene(InteractionObject obj)
 {
     SceneManager.LoadScene(scene);
 }
	void drop(Rigidbody x) {

		x.isKinematic = false;
		carrying = false; 
		carryingObject = null;
		selectedObject = null;



	}
 private void OnInteractionTrigger(
     CrossfadeInteractionHandler handler,
     FullBodyBipedEffector effectorType,
     InteractionObject interactionObject)
 {
     if (this.BodyTrigger != null)
         this.BodyTrigger(effectorType, interactionObject);
 }
 public void StartInteraction(
     FullBodyBipedEffector effector, 
     InteractionObject obj)
 {
     this.bodyController.StartInteraction(effector, obj);
     this.lookController.HeadOnly(this.DefaultDelay);
 }
示例#49
0
 private void OnInteractionRelease(
     FullBodyBipedEffector effectorType,
     InteractionObject interactionObject)
 {
     if (this.InteractionRelease != null)
         this.InteractionRelease(effectorType, interactionObject);
 }
 public void AttemptExitStart(InteractionObject obj)
 {
     obj.objectDialog = numberOfPapers == 0 ? exitAllowed : exitNotAllowed;
 }
 public void StartInteraction(FullBodyBipedEffector effector, InteractionObject obj)
 {
     if (this.state == BodyIKState.Offline)
     {
         this.primaryEffectors.Add(effector, obj);
         this.handlerPrimary.StartInteraction(effector, obj, true);
         this.state = BodyIKState.Online;
     }
     else if (this.state == BodyIKState.Online
         || this.state == BodyIKState.Swapping)
     {
         // Is this effector already being used?
         if (this.primaryEffectors.ContainsKey(effector))
         {
             this.PerformSwap(effector, obj);
         }
         else
         {
             this.primaryEffectors.Add(effector, obj);
             this.handlerPrimary.StartInteraction(effector, obj, true);
         }
     }
     else if (this.state == BodyIKState.Stopping)
     {
         this.primaryEffectors.Add(effector, obj);
         this.handlerPrimary.StartInteraction(effector, obj, true);
         this.state = BodyIKState.Online;
     }
 }
 private void OnInteractionResume(
     CrossfadeInteractionHandler handler,
     FullBodyBipedEffector effectorType,
     InteractionObject interactionObject)
 {
     if (this.BodyResume != null)
         this.BodyResume(effectorType, interactionObject);
 }
    /// <summary>
    /// Starts the interaction between an effector and an interaction object.
    /// </summary>
    public void StartInteraction(
        FullBodyBipedEffector effectorType, 
        InteractionObject interactionObject, 
        bool interrupt)
    {
        if (!IsValid(true)) return;

        for (int i = 0; i < interactionEffectors.Length; i++)
        {
            if (interactionEffectors[i].effectorType == effectorType)
            {
                interactionEffectors[i].Start(
                    interactionObject,
                    targetTag,
                    fadeInTime,
                    interrupt);
                return;
            }
        }
    }
示例#54
0
 protected Node ST_ShakeHands(InteractionObject handShake, Val<FullBodyBipedEffector> effector1, Val<FullBodyBipedEffector> effector2)
 {
     return new SequenceParallel(
         numberOfParticipants[0].GetComponent<BehaviorMecanim>().Node_StartInteraction(effector1, handShake),
         numberOfParticipants[1].GetComponent<BehaviorMecanim>().Node_StartInteraction(effector2, handShake),
         new LeafWait(1000));
 }
示例#55
0
 protected Node ST_Press_Button(GameObject agent, FullBodyBipedEffector effector, InteractionObject button)
 {
     Val<FullBodyBipedEffector> eff = Val.V(() => effector);
     Val<InteractionObject> butt = Val.V(() => button);
     return new Sequence(new LeafTrace("Interaction"), agent.GetComponent<BehaviorMecanim>().Node_StartInteraction(eff, butt), new LeafWait(1000));
 }
        private void PerformSwap(FullBodyBipedEffector effector, InteractionObject obj)
        {
            // Move all the effectors to the secondary IK solver
            foreach (var kv in this.primaryEffectors)
            {
                if (kv.Key != effector)
                {
                    this.handlerSecondary.StartInteraction(kv.Key, kv.Value, true);
                    this.secondaryEffectors[kv.Key] = kv.Value;
                }
            }
            this.handlerSecondary.StartInteraction(effector, obj, true);
            this.secondaryEffectors[effector] = obj;

            // Swap solvers
            this.Swap();

            // Store the intermediate state
            float time = Time.time;
            this.swapTimeFinish = time + this.SwapTime;
            this.state = BodyIKState.Swapping;
        }
示例#57
0
 private void OnInteractionTrigger(
     FullBodyBipedEffector effectorType,
     InteractionObject interactionObject)
 {
     if (this.InteractionTrigger != null)
         this.InteractionTrigger(effectorType, interactionObject);
 }
示例#58
0
 public void FoundKeycard(InteractionObject obj)
 {
     keycardFound = true;
 }
示例#59
0
 private void OnInteractionStop(
     FullBodyBipedEffector effectorType,
     InteractionObject interactionObject)
 {
     if (this.InteractionStop != null)
         this.InteractionStop(effectorType, interactionObject);
 }
示例#60
0
 public void GoToHallwayBegin(InteractionObject obj)
 {
     // Make sure no dialog runs
     obj.objectDialog = null;
 }