|
|
|
|
|
|
} |
|
|
|
break; |
|
|
|
|
|
|
|
//No need to do anything for Pickup type, the StateMachine will transition to the state
|
|
|
|
//and then the AnimationClip will call Collect()
|
|
|
|
//No need to do anything for Pickup type, the StateMachine will transition to the state
|
|
|
|
//and then the AnimationClip will call Collect()
|
|
|
|
} |
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
private void RequestUpdateUI(bool visible) |
|
|
|
{ |
|
|
|
if(visible) |
|
|
|
if (visible) |
|
|
|
_toggleInteractionUI.RaiseEvent(true, _potentialInteractions.First.Value.type); |
|
|
|
else |
|
|
|
_toggleInteractionUI.RaiseEvent(false, InteractionType.None); |
|
|
|
|
|
|
RequestUpdateUI(true); |
|
|
|
break; |
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
_inputReader.EnableGameplayInput(); |
|
|
|
} |
|
|
|
} |