using System; using System.Collections; using System.Collections.Generic; using UnityEngine; public class SellCounter : BaseCounter { private bool _isSelling = false; private Object _currentObject; protected void Awake() { } public override void Interact() { InteractionBehaviour interactionBehaviour = PlayerController.Instance.InteractionBehaviour; if (!_isSelling) { //This counter is not selling an item yet if (interactionBehaviour.HasObject()) { //the player has something to sell Object obj = interactionBehaviour.GetObject(); //Check if the object is sellable if (obj.TryGetComponent(out Object objectComponent)) { HUDManager.Instance.SellItem(this, objectComponent); } else { Debug.Log("Player has something but it is not sellable"); } } } } //Gets called if an item is being sold on this counter //This should prevent the counter thinking it's selling something if the user cancels the UI sell public void ConfirmSell(Object obj) { _isSelling = true; obj.setObjectParent(this); _currentObject = obj; } }