using System.Collections; using System.Collections.Generic; using UnityEngine; using InfallibleCode; public class CollectibleEntryPickUp : MonoBehaviour { public ExaminableItem examinableItem; [SerializeField] private string CollectibleEntryNameID; [HideInInspector] public bool ItemCollected; public MeshRenderer _EntryGameObject; public EventDelegateTrigger eventDelegateTriggerOnEntryObtained; void Start() { _EntryGameObject = GetComponent(); examinableItem = GetComponent(); } void PickUpEntry() { if (examinableItem.examineItem.CanPressButtonToGetItem && examinableItem.examineItem.CurrenltyExaminingObj) { examinableItem.examineItem.CanPressButtonToGetItem = false; StartCoroutine(PickingUpObject()); } } IEnumerator PickingUpObject() { EntriesManager.GetInstance().AddEntryID(CollectibleEntryNameID); Destroy(_EntryGameObject.gameObject); yield return new WaitForSecondsRealtime(0.1f); examinableItem.examineItem.GotItemExitDisplayingItem3d(); if (eventDelegateTriggerOnEntryObtained != null) { eventDelegateTriggerOnEntryObtained?.OnEventInvoke(); } yield return new WaitForSecondsRealtime(0.1f); Destroy(gameObject); } }