add some extra assets FX and SFX

This commit is contained in:
Robii Aragon
2026-03-29 23:03:14 -07:00
parent 6ef3eb1535
commit 24dc66a81e
10142 changed files with 2535978 additions and 36608 deletions

View File

@@ -4,17 +4,74 @@ using UnityEngine;
public class carryPhysicallyObjectFromInventory : objectOnInventory
{
[Header ("Main Settings")]
[Header ("Custom Settings")]
[Space]
public bool disableInteractionPanelWhileGrabbed;
[Space]
[Header ("Debug")]
[Space]
public GameObject currentPlayer;
[Space]
[Header ("Components")]
[Space]
public grabPhysicalObjectSystem mainGrabPhysicalObjectSystem;
public override void carryPhysicalObjectFromInventory (GameObject currentPlayer)
public void setCurrentPlayer (GameObject newPlayer)
{
currentPlayer = newPlayer;
}
public void checkObjectStateOnGrab ()
{
if (disableInteractionPanelWhileGrabbed) {
deviceStringAction currentDeviceStringAction = GetComponentInChildren<deviceStringAction> ();
if (currentDeviceStringAction != null) {
currentDeviceStringAction.setShowIconState (false);
}
if (currentPlayer != null) {
usingDevicesSystem currentUsingDevicesSystem = currentPlayer.GetComponent<usingDevicesSystem> ();
if (currentUsingDevicesSystem != null) {
currentUsingDevicesSystem.updateClosestDeviceList ();
}
}
}
}
public void checkObjectStateOnDrop ()
{
if (disableInteractionPanelWhileGrabbed) {
deviceStringAction currentDeviceStringAction = GetComponentInChildren<deviceStringAction> ();
if (currentDeviceStringAction != null) {
currentDeviceStringAction.setShowIconState (true);
}
if (currentPlayer != null) {
usingDevicesSystem currentUsingDevicesSystem = currentPlayer.GetComponent<usingDevicesSystem> ();
if (currentUsingDevicesSystem != null) {
currentUsingDevicesSystem.updateClosestDeviceList ();
}
}
}
}
public override void carryPhysicalObjectFromInventory (GameObject newPlayer)
{
//check if player is already carrying a different physical object, to remove it properly
//check also if that object is an inventory object, to send it back to the inventory
currentPlayer = newPlayer;
mainGrabPhysicalObjectSystem.setCurrentPlayer (currentPlayer);
grabObjects currentGrabObjects = currentPlayer.GetComponent<grabObjects> ();