Example #1
0
    private void Update()
    {
        Vector3 uV = new Vector3(0.0f, -1.0f, 0.0f);

        Ray ray = new Ray(transform.position, transform.forward);

        if (pI.IsStrafingRight)
        {
            ray = new Ray(transform.position, Quaternion.AngleAxis(
                              90, transform.forward) * uV);
        }
        else if (pI.IsStrafingLeft)
        {
            ray = new Ray(transform.position, Quaternion.AngleAxis(
                              -90, transform.forward) * uV);
        }
        else if (pI.IsWalkingBack)
        {
            ray = new Ray(transform.position, -transform.forward);
        }

        IsColliding = Physics.Raycast(ray, out currentWorldObject,
                                      pI.MoveDistance, ~0, QueryTriggerInteraction.Ignore);


        if (!pI.CanInput)
        {
            if (pI.Bump)
            {
                GameObject temp = currentWorldObject.transform?.gameObject;
                temp?.GetComponent <BreakingWall>()?.Break();
            }

            return;
        }

        if (IsColliding)
        {
            // Definetly change this to do it one time.
            ObjectTouched = currentWorldObject.transform.gameObject;
            // This could be better
            if ((ObjectTouched.layer == 8) || (ObjectTouched.layer == 9))
            {
                objectHolder = ObjectTouched.GetComponent <DataHolder>();
                objectData   = objectHolder?.GetData(inventory.equipedItem);

                mD.DisplayMessage(objectData);
            }
        }

        else
        {
            IsColliding   = false;
            objectData    = null;
            ObjectTouched = null;
            mD.CleanMessage();
        }

        if ((ObjectTouched != null) &&
            !pI.IsStrafingLeft && !pI.IsStrafingRight)
        {
            if (!pI.IsWalking && pI.IsInteracting && IsColliding)
            {
                if (objectData == null)
                {
                    return;
                }

                switch (objectData.InteractionType)
                {
                case InteractionType.isGrabable:
                    inventory.AddItem(objectData as ItemData);
                    objectHolder.DestroyObject();
                    mD.CleanMessage();
                    objectData = null;
                    break;

                case InteractionType.isUsable:
                    interactor =
                        ObjectTouched.GetComponent <ManualInteractor>();

                    InteractionResult itemused =
                        interactor.Toggle(
                            inventory?.equipedItem, transform.position);

                    switch (itemused)
                    {
                    case InteractionResult.WrongIntMessage:
                        StartDialogue(wrongInteaction);
                        break;

                    case InteractionResult.UseItem:
                        inventory.ClearEquiped();
                        break;
                    }
                    break;

                case InteractionType.isExit:
                    interactor =
                        ObjectTouched.GetComponent <ManualInteractor>();
                    interactor.Toggle(
                        inventory?.equipedItem, transform.position);
                    break;

                case InteractionType.isNPC:
                    StartDialogue((objectData as NpcData).Dialogue);
                    break;

                default:
                    print("Porque é que essa coisa é trigger ?");
                    break;
                }
            }

            pI.IsInteracting = false;
        }
    }