public void Examine(Script_Collectible _collectible) { if (isInputDisabled) { return; } print("trying to examine:" + _collectible.name); collectible = _collectible; // show full art and set it via out if (!fullArtDictionary.myDictionary.TryGetValue(collectible.fullArtId, out fullArt)) { // the key isn't in the dictionary. print("value of fullArt" + fullArt); Debug.LogError($"Key:{collectible.fullArtId} is not in dictionary"); ItemsController.ExitFullArt(); return; } isInputDisabled = true; ItemsController.EnterFullArt(); Script_Game.Game.fullArtManager.ShowFullArt( fullArt, collectible.fadeInSpeed, // Use collectible fadeIn speed so fullArt can be extensible () => { isFullArtMode = true; isInputDisabled = false; }, Script_FullArtManager.FullArtState.Inventory ); // on space or enter exit, reactivate eventSystem }
void Examine( Script_Collectible collectible ) { if (collectible.isExamineDisabled) { ErrorDullSFX(); return; } HideItemChoices(); collectiblesHandler.Examine(collectible); }
private void Update() { if (!isFullArtMode || isInputDisabled) { return; } if ( Input.GetButtonDown(Const_KeyCodes.Inventory) || Input.GetButtonDown(Const_KeyCodes.Cancel) || Input.GetButtonDown(Const_KeyCodes.Action1) || Input.GetButtonDown(Const_KeyCodes.Submit) ) { isInputDisabled = true; /// Need to disable exit input managers bc if we exit too fast before fadeOut cb is finished /// ItemChoicesInputManager will exit before this can mainController.state = UIState.Disabled; if (fullArt.nextFullArt == null) { Debug.Log($"End fullart detected; {this.name} attempting to hide collectible full art"); Script_Game.Game.fullArtManager.HideFullArt(fullArt, collectible.fadeOutSpeed, () => { print("isplayer state interact: " + Script_Game.Game.GetPlayer().State == Const_States_Player.Interact); isInputDisabled = false; mainController.state = UIState.Interact; isFullArtMode = false; collectible = null; // reactivate EventSystemMain and get back to inventory slots ItemsController.ExitFullArt(); }); } else { ContinueExamine(); } } }