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GeneralInteractable.cs
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using UnityEngine;
using UnityEngine.Events;
public class GeneralInteractable : MonoBehaviour
{
public bool IsPlayerInside;
public UnityEvent OnInteractedOR;
public UnityEvent OnInteracted;
public UnityEvent OnPlayerStay;
public UnityEvent OnPlayerEnter;
public UnityEvent OnPlayerExit;
public UnityEvent onCollisionEnter;
private void OnTriggerStay(Collider other)
{
if (other.gameObject.CompareTag("Player"))
{
IsPlayerInside = true;
OnPlayerStay.Invoke();
}
}
private void OnTriggerEnter(Collider other)
{
if (other.gameObject.CompareTag("Player"))
{
IsPlayerInside = true;
OnPlayerEnter.Invoke();
}
}
private void OnTriggerExit(Collider other)
{
if (other.gameObject.CompareTag("Player"))
{
IsPlayerInside = false;
OnPlayerExit.Invoke();
}
}
private void OnCollisionEnter(Collision other)
{
onCollisionEnter.Invoke();
}
private void Update()
{
// if the player is inside AND when i press E it opens the door
if (IsPlayerInside && Input.GetKeyDown(KeyCode.E))
{
OnInteracted.Invoke();
}
}
private void iteractor()
{
if (Input.GetKeyDown(KeyCode.E))
OnInteractedOR.Invoke();
}
}