Files
beyond/Assets/Scripts/Healing/HealableObject.cs
2024-11-20 15:21:28 +01:00

55 lines
1.5 KiB
C#

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<HealAnimatorBase>();
/////////// SetHealingValidator();
}
private void Start()
{
// m_trigger = GetComponent<bTriggerGenericAction>();
// 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();
}
}
}