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Fixed talk interaction enabled forever after cutscenes

/main
Amel 3 年前
当前提交
bad6196e
共有 3 个文件被更改,包括 74 次插入4 次删除
  1. 66
      UOP1_Project/Assets/Prefabs/Cutscenes/BeachCandyCutscene.prefab
  2. 5
      UOP1_Project/Assets/Prefabs/Cutscenes/BeachIntroCutscene.prefab
  3. 7
      UOP1_Project/Assets/Scripts/Interaction/InteractionManager.cs

66
UOP1_Project/Assets/Prefabs/Cutscenes/BeachCandyCutscene.prefab


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m_LocalRotation: {x: -0.1242519, y: -0.07888081, z: 0.029176597, w: 0.98867995}
m_LocalPosition: {x: -1.5700073, y: -1.51, z: 1.7099915}
m_LocalScale: {x: 1, y: 1, z: 1}
m_Children:

m_LocalEulerAnglesHint: {x: -13.951, y: -15.142, z: 4.568}
m_LocalEulerAnglesHint: {x: -13.951, y: -9.682, z: 4.568}
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propertyPath: m_Name
value: CM vcam PhCFixedShotPot

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5
UOP1_Project/Assets/Prefabs/Cutscenes/BeachIntroCutscene.prefab


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7
UOP1_Project/Assets/Scripts/Interaction/InteractionManager.cs


{
_inputReader.interactEvent -= OnInteractionButtonPress;
_onInteractionEnded.OnEventRaised -= OnInteractionEnd;
ResetPotentialInteractions();
}
// Called mid-way through the AnimationClip of collecting

}
_inputReader.EnableGameplayInput();
}
private void ResetPotentialInteractions()
{
_potentialInteractions.Clear();
RequestUpdateUI(_potentialInteractions.Count > 0);
}
}
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