using System.Collections; using System.Collections.Generic; using UnityEngine; using InfallibleCode; using UnityEngine.Events; namespace TRInventoryUpdatable { public class DanielsEnvelope : MonoBehaviour, IPickable { [SerializeField] private UnityEvent eventAfterCollectedDiary; [SerializeField] private GameObject diaryGo; ExaminableItem examinableItem; private void Start() { examinableItem = GetComponent(); } public void Pickup() { if (InventoryManager.GetInstance().medeaDiary.activeSelf == false) { RingInventory.GetInstance().AddItemToCollectablesInventory(InventoryManager.GetInstance().medeaDiary.transform); InventoryManager.GetInstance().medeaDiary.SetActive(true); InventoryManager.GetInstance().SaveTemporarilyDiaryEntryInventoryItemData("medeaDiary", gameObject.name); print("Added diary to collectables inventory category"); //Destroy(diaryGo); if (examinableItem != null) { examinableItem.examineItem.GotItemExitDisplayingItem3d(); } if (eventAfterCollectedDiary != null) { eventAfterCollectedDiary.Invoke(); } StartCoroutine(DestroyAfterSeconds()); } } IEnumerator DestroyAfterSeconds() { yield return new WaitForSecondsRealtime(0.1f); Destroy(gameObject); } } }