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using System.Collections;
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using UnityEngine;
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namespace Invector.vItemManager
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{
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[vClassHeader("OpenClose Inventory Trigger", false)]
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public class vOpenCloseInventoryTrigger : vMonoBehaviour
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{
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public bool getComponentsInParent = true;
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public vInventory inventory;
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public vItemManager itemManager;
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public UnityEngine.Events.UnityEvent onOpen, onClose;
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protected virtual IEnumerator Start()
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{
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inventory = getComponentsInParent ? GetComponentInParent<vInventory>() : GetComponent<vInventory>();
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if (!inventory)
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{
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yield return new WaitForEndOfFrame();
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itemManager = getComponentsInParent ? GetComponentInParent<vItemManager>() : GetComponent<vItemManager>();
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if (itemManager) inventory = itemManager.inventory;
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}
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if (inventory) inventory.onOpenCloseInventory.AddListener(OpenCloseInventory);
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}
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public void OpenCloseInventory(bool value)
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{
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if (value) onOpen.Invoke();
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else onClose.Invoke();
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}
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}
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}
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