Example #1
0
    public void Update()
    {
        Vector3 forw = transform.TransformDirection(Vector3.forward);

        if (examiningObject)
        {
            // Update Orientation of the Object if Examining
            holdScript.OnExamineRotate();
            // If the Object is being examined stop examining it when input is recieved
            if (Input.GetMouseButtonDown(1) || Input.GetMouseButtonDown(0))
            {
                holdScript.OnUnExamine();
                examiningObject = false;
            }
            return;             // avoid unnecessary logic if examining object
        }

        // unhighlight all objects
        if (interactionScript)
        {
            interactionScript.OnUnHighlight();
            interactionScript = null;
        }

        if (holdScript)
        {
            holdScript.OnUnHighlight();
        }

        if (noteScript)
        {
            noteScript.OnUnHighlight();
        }



        RaycastHit hit;

        // Only cast a ray if an object is not being held
        if (!readingNote && !holdingObject && Physics.Raycast(transform.position, forw, out hit, interactDist))
        {
            Debug.DrawRay(transform.position, forw * interactDist);
            if (hit.collider.tag == "Interactable")
            {
                // Think about caching the hit gameObject and the script so
                // we don't have to fetch the interact script everytime...
                interactionScript = hit.transform.gameObject.GetComponent <Interactable>();
                interactionScript.Highlighted(highlight);                       // Pass the highlight material


                // Call OnInteract on left click
                if (Input.GetMouseButtonDown(0))
                {
                    interactionScript.OnInteract();
                }
            }
            else if (hit.collider.tag == "Holdable")
            {
                // Think about caching the hit gameObject and the script so
                // we don't have to fetch the interact script everytime...
                holdScript = hit.transform.gameObject.GetComponent <Holdable>();
                holdScript.Highlighted(highlight);                      // Pass the highlight material


                // Call OnInteract on left click
                if (Input.GetMouseButtonDown(0))
                {
                    // Pickup the object
                    holdScript.OnInteract();
                    // Set hold state to true
                    holdingObject = true;
                }
            }
            else if (hit.collider.tag == "Note")
            {
                // Also consider caching hit gameObject
                noteScript = hit.transform.gameObject.GetComponent <Note>();
                // Pass the highlight material
                noteScript.Highlighted(highlight);

                // Call OnInteract on left click
                if (Input.GetMouseButtonDown(0))
                {
                    // Read the Note
                    noteScript.OnInteract();
                    // Set read state to true
                    readingNote = true;
                }
            }
        }
        // If an item is being held and there is a left mouse click, drop the item
        else if (holdingObject && Input.GetMouseButtonDown(0))
        {
            // Drop the object
            holdScript.OnThrow();
            // Set hold state to false
            holdingObject = false;
            holdScript    = null;
        }

        // If an item is being held and there is a right mouse click, examin the item
        else if (holdingObject && Input.GetMouseButtonDown(1))
        {
            // Examine the object
            holdScript.OnExamine();
            // Set examine state to true
            examiningObject = true;
        }

        else if (readingNote && Input.GetMouseButtonDown(0))
        {
            noteScript.OnExit();

            readingNote = false;
            noteScript  = null;
        }

        // Capture Movement if reading note
        else if (readingNote)
        {
            // to be implemented
        }

        // Draw the ray in the scene view
        Debug.DrawRay(transform.position, forw * interactDist, Color.green);
    }