public void nextScene() { Inventory inven = GameObject.Find("inventorySystem").GetComponent <Inventory>();//현재 인벤토리 정보 가져옴 gameInformationManager gameInformationManager = GameObject.Find("GameInformationManager").GetComponent <gameInformationManager>(); for (int i = 0; i < 3; i++) { if (inven.slots[i].isEmpty == false) //퀵슬롯이 하나라도 차있으면 { isQuickSlot = true; //퀵슬롯에 아이템이 등록되어있다고 표ㅅ break; } } if (isQuickSlot == true) { // SceneManager.LoadScene("inventory"); gameInformationManager.gotoNextScene(); } else { Instantiate(cancelNext, GameObject.Find("CheckLocal").transform, false);//안내창 생cancelNext } }
void OnTriggerEnter(Collider other) { if (other.tag == "claw") { //HP = HP - 5; gameInformationManager.player_HP -= 2; } else if (other.tag == "equip") { bgmPlayer.clip = bgmSounds[1].Clip; bgmPlayer.Play(); } else if (other.tag == "heal_item") { bgmPlayer.clip = bgmSounds[1].Clip; bgmPlayer.Play(); gameInformationManager.player_HP += 20; other.gameObject.SetActive(false); } else if (other.tag == "item") { bgmPlayer.clip = bgmSounds[1].Clip; bgmPlayer.Play(); gameManager.GetComponent <tutorial1_GameManager>().gun_item++; other.gameObject.SetActive(false); } else if (other.tag == "portal") { other.GetComponent <BoxCollider>().enabled = false; gameInformationManager.isTime = false; gameInformationManager.gotoNextScene(); } else if (other.tag == "trigger") { gameManager.GetComponent <tutorial1_GameManager>().ShowDialogue(); other.gameObject.SetActive(false); } }
// Update is called once per frame void Update() { if (Input.GetKeyDown(KeyCode.Space) || OVRInput.GetDown(OVRInput.Button.PrimaryIndexTrigger)) { Debug.DrawRay(transform.position, transform.forward * MaxDistance, Color.blue, 0.3f); if (Physics.Raycast(transform.position, transform.forward, out hit, MaxDistance)) { if (hit.collider.tag == "invenNext") { manager.gotoNextScene(); } if (hit.collider.tag == "QuickRegister") { inven = hit.transform.gameObject.GetComponent <Slot_inventory>(); inven.selectItem(); } } } }