Files
HauntedBloodlines/Assets/Scripts/Pickups/CollectibleEntryPickUp.cs
2025-05-29 22:31:40 +03:00

51 lines
1.4 KiB
C#

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<MeshRenderer>();
examinableItem = GetComponent<ExaminableItem>();
}
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);
}
}