using UnityEngine; using System.Collections.Generic; namespace Beyond { using Invector; using Invector.vCharacterController.vActions; using Invector.vItemManager; public class bItemCollection : bTriggerGenericAction { [vEditorToolbar("Item Collection")] [Header("--- Item Collection Options ---")] [Tooltip("List of items you want to use")] public bItemListData itemListData; [Tooltip("Delay to actually collect the items, you can use to match with animations of getting the item")] public float onCollectDelay; [Tooltip("Drag and drop the prefab ItemCollectionDisplay inside the UI gameObject to show a text of the items you've collected")] public float textDelay = 0.25f; [Tooltip("Ignore the Enable/Disable animation of your item, you can assign an animation to your item in the ItemListData")] public bool ignoreItemAnimation = false; [HideInInspector] public List itemsFilter = new List() { 0 }; [HideInInspector] public List items = new List(); protected override void Start() { base.Start(); } protected void OnTriggerEnter(Collider other) { Debug.Log($"OnTriggerEnter: {gameObject.name} collided with {other.gameObject.name}"); } protected void OnTriggerExit(Collider other) { Debug.Log($"OnTriggerExit: {gameObject.name} stopped colliding with {other.gameObject.name}"); } } }