add some extra assets FX and SFX
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@@ -4,17 +4,74 @@ 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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[Header ("Custom Settings")]
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[Space]
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public bool disableInteractionPanelWhileGrabbed;
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[Space]
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[Header ("Debug")]
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[Space]
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public GameObject currentPlayer;
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[Space]
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[Header ("Components")]
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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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public void setCurrentPlayer (GameObject newPlayer)
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{
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currentPlayer = newPlayer;
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}
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public void checkObjectStateOnGrab ()
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{
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if (disableInteractionPanelWhileGrabbed) {
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deviceStringAction currentDeviceStringAction = GetComponentInChildren<deviceStringAction> ();
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if (currentDeviceStringAction != null) {
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currentDeviceStringAction.setShowIconState (false);
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}
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if (currentPlayer != null) {
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usingDevicesSystem currentUsingDevicesSystem = currentPlayer.GetComponent<usingDevicesSystem> ();
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if (currentUsingDevicesSystem != null) {
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currentUsingDevicesSystem.updateClosestDeviceList ();
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}
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}
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}
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}
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public void checkObjectStateOnDrop ()
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{
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if (disableInteractionPanelWhileGrabbed) {
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deviceStringAction currentDeviceStringAction = GetComponentInChildren<deviceStringAction> ();
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if (currentDeviceStringAction != null) {
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currentDeviceStringAction.setShowIconState (true);
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}
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if (currentPlayer != null) {
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usingDevicesSystem currentUsingDevicesSystem = currentPlayer.GetComponent<usingDevicesSystem> ();
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if (currentUsingDevicesSystem != null) {
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currentUsingDevicesSystem.updateClosestDeviceList ();
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}
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}
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}
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}
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public override void carryPhysicalObjectFromInventory (GameObject newPlayer)
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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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currentPlayer = newPlayer;
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mainGrabPhysicalObjectSystem.setCurrentPlayer (currentPlayer);
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grabObjects currentGrabObjects = currentPlayer.GetComponent<grabObjects> ();
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