using System.Collections; using System.Collections.Generic; using UnityEngine; public class InteractableRift : Interactable { [Header("Visual Components:")] [SerializeField] private GameObject openning; [SerializeField] private GameObject maintain; [SerializeField] private GameObject closing; [Header("Events:")] [SerializeField] private GameEvent_JobInstance onJobSelected; public JobInstance bonusRiftInstance; IEnumerator Start() { bonusRiftInstance = JobManager.Instance.currentlyGeneratedRiftRaid; SetVisual(0); yield return new WaitForSeconds(0.8f); SetVisual(1); } public override void Interact(bool melee) { base.Interact(melee); onJobSelected.Raise(bonusRiftInstance); } private void SetVisual(int index) { switch (index) { case -1: openning.SetActive(false); maintain.SetActive(false); closing.SetActive(false); break; case 0: openning.SetActive(true); maintain.SetActive(false); closing.SetActive(false); break; case 1: openning.SetActive(false); maintain.SetActive(true); closing.SetActive(false); break; case 2: openning.SetActive(false); maintain.SetActive(false); closing.SetActive(true); break; default: break; } } }