void IActivatable.Activate(GameObject target) { // Ignroe doors that are already moving // Maybe later change this if (isMoving) { return; } // Check if the door is locked if (lockData.CheckLock(target, "LockedDoor")) { return; } if (isOpen) { record.CloseSound?.PlaySoundAtPoint(transform.position); StartCoroutine(Close()); } else { record.OpenSound?.PlaySoundAtPoint(transform.position); StartCoroutine(Open()); } OpenDoor(target.transform); }
void IActivatable.Activate(GameObject target) { if (lockData.CheckLock(target, "LockedChest")) { return; } // Get the target inventory from whatever activated this inventory var targetInventory = target.GetComponent <IInventory>(); ContainerContentsUI.Create(record.FullName, this, targetInventory); }