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