using System.Collections; using System.Collections.Generic; using Invector; using Invector.vCharacterController; using Invector.vCharacterController.vActions; using PixelCrushers; using UnityEngine; using UnityEngine.UI; namespace Beyond { // [RequireComponent(typeof(bTriggerGenericAction))] [RequireComponent(typeof(vIHealthController))] public class HealableObject : MonoBehaviour, IScannable { // private bTriggerGenericAction m_trigger; private HealAnimatorBase m_healAnimator; private void Awake() { m_healAnimator = GetComponent(); /////////// SetHealingValidator(); } private void Start() { // m_trigger = GetComponent(); // m_trigger.enabled = false; // m_trigger.OnPressActionInput.AddListener(m_healAnimator.Heal); } public void PulseTree() { //enable first checker trigger to check for skill //then it shall check whether or not we have item //similar to trees // m_trigger.enabled = true; // validatorCollider.enabled = true; //compas add here ? if (m_healAnimator != null) m_healAnimator.Invoke("Reveal", 1f); } public void OnScanned() { //check for skill here //enable PulseTree(); } } }