Ejemplo n.º 1
0
        public bool Interact(Transform _transform, Vector3 position)
        {
            if (playerMove.isGhost)
            {
                return(false);
            }

            //attempt to trigger the things in range we clicked on
            if (PlayerManager.LocalPlayerScript.IsInReach(position))
            {
                //check the actual transform for an input trigger and if there is non, check the parent
                InputTrigger inputTrigger = _transform.GetComponentInParent <InputTrigger>();
                if (inputTrigger)
                {
                    if (objectBehaviour.visibleState)
                    {
                        inputTrigger.Trigger(position);
                        return(true);
                    }
                    //Allow interact with cupboards we are inside of!
                    ClosetControl cCtrl = inputTrigger.GetComponent <ClosetControl>();
                    if (cCtrl && cCtrl.transform.position == PlayerManager.LocalPlayerScript.transform.position)
                    {
                        inputTrigger.Trigger(position);
                        return(true);
                    }
                    return(false);
                }
            }
            //if we are holding onto an item like a gun attempt to shoot it if we were not in range to trigger anything
            return(InteractHands());
        }
Ejemplo n.º 2
0
        private bool InteractHands()
        {
            if (UIManager.Hands.CurrentSlot.Item != null && objectBehaviour.visibleState)
            {
                InputTrigger inputTrigger = UIManager.Hands.CurrentSlot.Item.GetComponent <InputTrigger>();
                if (inputTrigger != null)
                {
                    inputTrigger.Trigger();
                    return(true);
                }
            }

            return(false);
        }
Ejemplo n.º 3
0
        public bool Interact(Transform _transform, Vector3 position)
        {
            if (playerMove.isGhost)
            {
                return(false);
            }

            //attempt to trigger the things in range we clicked on
            if (PlayerManager.LocalPlayerScript.IsInReach(position))
            {
                //check the actual transform for an input trigger and if there is non, check the parent
                InputTrigger inputTrigger = _transform.GetComponentInParent <InputTrigger>();
                if (inputTrigger)
                {
                    if (objectBehaviour.visibleState)
                    {
                        inputTrigger.Trigger(position);

                        //FIXME currently input controller only uses the first InputTrigger found on an object
                        /////// some objects have more then 1 input trigger, like players for example
                        /////// below is a solution that should be removed when InputController is refactored
                        /////// to support multiple InputTriggers on the target object
                        if (inputTrigger.gameObject.layer == 8)
                        {
                            //This is a player. Attempt to use the player based inputTrigger
                            P2PInteractions playerInteractions = inputTrigger.gameObject.GetComponent <P2PInteractions>();
                            if (playerInteractions != null)
                            {
                                playerInteractions.Trigger(position);
                            }
                        }
                        return(true);
                    }
                    //Allow interact with cupboards we are inside of!
                    ClosetControl cCtrl = inputTrigger.GetComponent <ClosetControl>();
                    if (cCtrl && cCtrl.transform.position == PlayerManager.LocalPlayerScript.transform.position)
                    {
                        inputTrigger.Trigger(position);
                        return(true);
                    }
                    return(false);
                }
            }
            //if we are holding onto an item like a gun attempt to shoot it if we were not in range to trigger anything
            return(InteractHands());
        }