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89 lines (77 loc) · 2.25 KB
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using UnityEngine;
using UnityEngine.Events;
using DarkTreeFPS;
using UnityStandardAssets.ImageEffects;
namespace DarkTreeFPS
{
public class InventoryManager : MonoBehaviour
{
[System.Serializable]
public class OnInventoryOpen : UnityEvent { }
[System.Serializable]
public class OnInventoryClose : UnityEvent { }
Canvas canvas;
FPSController controller;
Blur blurEffect;
InputManager input;
public static bool showInventory = false;
public bool isOpen = true;
public OnInventoryOpen OnOpen;
public OnInventoryClose OnClose;
private void Start()
{
canvas = GetComponent<Canvas>();
controller = FindObjectOfType<FPSController>();
blurEffect = Camera.main.GetComponent<Blur>();
input = FindObjectOfType<InputManager>();
InventoryClose();
}
private void Update()
{
if (Input.GetKeyDown(input.Inventory) && !PlayerStats.isPlayerDead && !InputManager.useMobileInput)
{
showInventory = !showInventory;
}
if (showInventory)
{
InventoryOpen();
}
else
{
InventoryClose();
}
}
private void InventoryOpen()
{
if (isOpen)
return;
else
{
canvas.enabled = true;
controller.lockCursor = false;
blurEffect.enabled = true;
OnOpen.Invoke();
Time.timeScale = 0;
isOpen = true;
}
}
private void InventoryClose()
{
if (!isOpen)
return;
else
{
canvas.enabled = false;
controller.lockCursor = true;
blurEffect.enabled = false;
OnClose.Invoke();
Time.timeScale = 1;
isOpen = false;
}
}
public void MobileToggle()
{
showInventory = !showInventory;
}
}
}