67 lines
2.5 KiB
C#
67 lines
2.5 KiB
C#
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class carryPhysicallyObjectFromInventory : objectOnInventory
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{
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[Header ("Main Settings")]
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[Space]
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public grabPhysicalObjectSystem mainGrabPhysicalObjectSystem;
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public override void carryPhysicalObjectFromInventory (GameObject currentPlayer)
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{
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//check if player is already carrying a different physical object, to remove it properly
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//check also if that object is an inventory object, to send it back to the inventory
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mainGrabPhysicalObjectSystem.setCurrentPlayer (currentPlayer);
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grabObjects currentGrabObjects = currentPlayer.GetComponent<grabObjects> ();
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if (currentGrabObjects != null) {
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bool isCarryingPhysicalObject = currentGrabObjects.isCarryingPhysicalObject ();
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bool isSendGrabbedObjectToInventoryIfGrabbingNewOneEnabled = false;
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GameObject currentObjectGrabbed = null;
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playerComponentsManager currentPlayerComponentsManager = currentPlayer.GetComponent<playerComponentsManager> ();
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if (currentPlayerComponentsManager != null) {
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isSendGrabbedObjectToInventoryIfGrabbingNewOneEnabled = currentPlayerComponentsManager.getInventoryManager ().isSendGrabbedObjectToInventoryIfGrabbingNewOneEnabled ();
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}
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if (isSendGrabbedObjectToInventoryIfGrabbingNewOneEnabled) {
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currentObjectGrabbed = currentGrabObjects.getCurrentPhysicalObjectGrabbed ();
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if (currentObjectGrabbed != null) {
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if (currentObjectGrabbed.GetComponentInChildren<objectOnInventory> () == null) {
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currentObjectGrabbed = null;
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}
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}
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}
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if (isCarryingPhysicalObject) {
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currentGrabObjects.checkIfDropObjectIfPhysical ();
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currentGrabObjects.grabPhysicalObjectExternally (gameObject);
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} else {
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currentGrabObjects.getClosestPhysicalObjectToGrab ();
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currentGrabObjects.grabObject ();
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}
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if (isSendGrabbedObjectToInventoryIfGrabbingNewOneEnabled) {
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if (currentObjectGrabbed != null) {
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pickUpObject currentPickupObject = currentObjectGrabbed.GetComponent<pickUpObject> ();
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if (currentPickupObject != null) {
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currentPickupObject.pickObjectAfterXWait (currentPlayer);
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}
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}
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}
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}
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}
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}
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