public static void Interacted(BasePart part) { if (OnInteracted != null) { OnInteracted.Invoke(part); } }
public static void Interacted(GameObject obj) { if (OnInteracted != null) { OnInteracted.Invoke(obj); } }
/// <summary> /// Interact /// </summary> public void Interact() { if (onInteracted != null) { onInteracted.Invoke(); } OnInteracted?.Invoke(); }
public virtual void Interact(PlayerInteraction playerInteraction = null) { //Debug.Log(itemName + ": print from interactable"); OnInteracted?.Invoke(this); if (storedObject != null && storedObject.TryGetComponent <Lock>(out Lock testLock)) { Debug.Log("Lol"); testLock.insertedItem = null; } }
public void Interact() { if (_currentInteractable == null) { return; } _currentInteractable.Interact(with: this); OnInteracted?.Invoke(); }
public void Interact(OnInteracted onInteracted = null) { Collider2D closestInteractee = GetClosestInteractee(); IInteractible interactible = closestInteractee?.GetComponent <IInteractible>(); if (interactible != null) { onInteracted?.Invoke(interactible.InteractibleType, interactible.Transform); interactible.Trigger(INTERACTIBLE_TYPE.USER, transform); } }
void SetInteracting(GameObject _object) { if (prompting && prompting.gameObject == _object) { return; } Debug.Log($"Player interacting {_object.name}"); var next = _object.GetComponent <Interactable>(); OnInteracted?.Invoke(next); prompting = next; }
public void Interact(GameObject agent) { if (active) { animator.SetTrigger("interactActive"); active = false; animator.SetBool("active", false); if (OnInteracted != null) { OnInteracted.Invoke(); } GetComponent <Collider>().enabled = false; // DW: this is a note from David about not allowing interaction once something doesn't need it anymore, implemented here as a hack GetComponent <AudioSource>().pitch = Random.Range(.8f, 1.2f); GetComponent <AudioSource>().Play(); // DW } else { animator.SetTrigger("interactInactive"); } }
public void Interact(GameObject subject, ActionType action, Data data = null) { OnInteracted?.Invoke(subject, action, data); }