using System.Collections; using System.Collections.Generic; using UnityEngine; public class weaponAttachmentPickup : pickupType { [Header ("Custom Pickup Settings")] [Space] public string weaponName; public string attachmentName; playerWeaponsManager weaponsManager; public override bool checkIfCanBePicked () { if (storePickupOnInventory) { canPickCurrentObject = mainPickupObject.tryToPickUpObject (); } else { if (finderIsPlayer) { weaponsManager = player.GetComponent (); if (weaponsManager.pickupAttachment (weaponName, attachmentName)) { canPickCurrentObject = true; } if (!canPickCurrentObject) { weaponsManager.showCantPickAttacmentMessage (attachmentName); } } } return canPickCurrentObject; } public override void confirmTakePickup () { if (useCustomPickupMessage) { showPickupTakenMessage (amountTaken); } else { if (storePickupOnInventory) { showPickupTakenMessage ("Attachment " + attachmentName + " Stored"); } else { showPickupTakenMessage ("Attachment " + attachmentName + " Picked"); } } mainPickupObject.playPickupSound (); mainPickupObject.removePickupFromLevel (); } public void setAttachmentName (string newName) { attachmentName = newName; } }