diff --git a/Behaviours/MyHeartPhysicsProp.cs b/Behaviours/MyHeartPhysicsProp.cs index 1dd9eea..3d56781 100644 --- a/Behaviours/MyHeartPhysicsProp.cs +++ b/Behaviours/MyHeartPhysicsProp.cs @@ -4,11 +4,19 @@ namespace DingusThings.Behaviours { internal class MyHeartPhysicsProp : PhysicsProp { + private float cooldown = 1.1f; + + float _lastTriggeredTime; + public override void ItemActivate(bool used, bool buttonDown = true) { + // if still under cooldown do not activate + if (Time.time - _lastTriggeredTime < cooldown) return; + base.ItemActivate(used, buttonDown); if (buttonDown) { + _lastTriggeredTime = Time.time; AssetBundle? bundle = DingusThings.Bundle; string itemName = "My Heart"; if (bundle == null) diff --git a/DingusThings.cs b/DingusThings.cs index 7d2032f..f148d74 100644 --- a/DingusThings.cs +++ b/DingusThings.cs @@ -37,6 +37,7 @@ private void Awake() int iRarity = 30; Item myHeartItem = Bundle.LoadAsset("Assets/DingusThings/Items/MyHeart.asset"); + myHeartItem.toolTips = ["What she said : [ LMB ]"]; // add custom behavior MyHeartPhysicsProp myHeartProp = myHeartItem.spawnPrefab.AddComponent(); myHeartProp.grabbable = true;