Ejemplo n.º 1
0
    private void Update()
    {
        if (!_runOnce)
        {
            _runOnce = true;
            LevelManager starter = GameObject.FindWithTag("Level Manager").GetComponent <LevelManager>();
            if (starter != null)
            {
                _myQuiver.Load(starter.loadoutName);
                _myQuiver.EquipType(0);//loads standard arrow by default
            }
            if (SaveManager.instance.activeSave.sceneName == SceneManager.GetActiveScene().name)
            {
                _myQuiver.EquipType(SaveManager.instance.activeSave.equippedType);
                _myQuiver.ReplaceRecords(SaveManager.instance.activeSave.recordStandard,
                                         SaveManager.instance.activeSave.recordBramble,
                                         SaveManager.instance.activeSave.recordWarp,
                                         SaveManager.instance.activeSave.recordAirburst);
                //_myQuiver.ReplaceLoadout(SaveManager.instance.activeSave.loadoutSaved);
                Debug.Log("Previous quiver recovered");
            }
        }

        // begin camera based updates
        // interact with objects
        if (Physics.Raycast(_cam.transform.position, _cam.transform.forward, out var hit, 3.5f))
        {
            if (hit.transform.tag == "Interactable")
            {
                //Modified by Warren to recognize when switches reset
                if ((hit.transform.GetComponent("Switch") as Switch) != null)
                {
                    if (hit.transform.GetComponent <Switch>().isInteractable)
                    {
                        // display hint only under this condition
                        interactionHintText.enabled = true;
                    }
                    else
                    {
                        interactionHintText.enabled = false;
                    }
                }
                else
                {
                    // display hint only under this condition
                    interactionHintText.enabled = true;
                }
            }
            else
            {
                interactionHintText.enabled = false;
            }
        }