// Update is called once per frame
    void Update()
    {
        //Just to see it in scene mode - pink
        Debug.DrawRay(this.transform.position, this.transform.forward * distanceToSee, Color.magenta);


        GameObject.FindGameObjectWithTag("Crosshair1").GetComponent <Image>().color = Color.white;
        GameObject.FindGameObjectWithTag("Crosshair1").GetComponent <Image>().transform.localScale = new Vector3(0.1f, 0.1f, 0.1f);

        //If object is in range (distanceToSee), get whatIHit as output
        if (Physics.Raycast(this.transform.position, this.transform.forward, out whatIHit, distanceToSee, interactable))
        {
            GameObject.FindGameObjectWithTag("Crosshair1").GetComponent <Image>().color = Color.red;
            GameObject.FindGameObjectWithTag("Crosshair1").GetComponent <Image>().transform.localScale = new Vector3(0.2f, 0.2f, 0.2f);

            //if(canCreateCanvas)
            //{
            //    canCreateCanvas = false;
            //    cCanvas = CreateInteractionCanvas(whatIHit.collider.transform);
            //}
            diffDist = Vector3.Distance(transform.position, whatIHit.transform.position);

            //Debug.Log("Dist : " + Vector3.Distance(transform.position , whatIHit.transform.position));
            if (diffDist <= 2)
            {
                #region Note/Artifact/Item
                if (whatIHit.transform.gameObject.tag == "NotesSolution")
                {
                    ShowInteractionPanel("Press E To Use");
                    if (Input.GetKeyDown(KeyCode.E))
                    {
                        SFXPlayer notes = whatIHit.transform.gameObject.GetComponent <SFXPlayer>();
                        notes.PlayOnes();
                    }
                }

                if (whatIHit.transform.gameObject.tag == "Item")
                {
                    ShowInteractionPanel(ItemInteractionText);

                    if (Input.GetKeyDown(KeyCode.E))
                    {
                        //Artficat is hitted
                        Item a_Item = whatIHit.transform.gameObject.GetComponent <Item>();
                        player.GetComponent <Inventory>().AddItem(a_Item);

                        a_Item.OnPickUp();
                    }
                }

                if (whatIHit.transform.gameObject.tag == "Artifact")
                {
                    ShowInteractionPanel(CollectorInteractionText);

                    if (Input.GetKeyDown(KeyCode.E))
                    {
                        //Artficat is hitted
                        ArtifactCollector collector = FindObjectOfType <ArtifactCollector>();

                        collector.AddItem(player.GetComponent <Inventory>().items);
                    }
                }
                #endregion

                #region Paintings

                //Painting Logic
                if (whatIHit.collider.gameObject.GetComponent <InteractableManager>())
                {
                    InteractableManager interactable = whatIHit.collider.gameObject.GetComponent <InteractableManager>();

                    //ShowInteractionPanel("Press E to listen");

                    //Audio Painting
                    if (interactable.TYPE == InteractableManager.InteractableType.AudioPainting)
                    {
                        interactable.PlayAudio();
                    }
                    //Shaking Painting
                    else if (interactable.TYPE == InteractableManager.InteractableType.ShakingPainting)
                    {
                        interactable.PlayAudio();
                        interactable.InvokeShakeEffect();
                    }

                    #endregion

                    #region DoorRayCast
                    //else is door?!
                    else if (interactable.TYPE == InteractableManager.InteractableType.Door || interactable.TYPE == InteractableManager.InteractableType.Door1)
                    {
                        Door focus_Door = interactable.gameObject.GetComponent <Door>();

                        if (focus_Door.needKey) //Locked Door
                        {
                            //Show msg
                            if (player.GetComponent <Inventory>().hasKey1)
                            {
                                ShowInteractionPanel(DoorInteractionTextWithKey);
                            }
                            else
                            {
                                ShowInteractionPanel(DoorInteractionTextWithOutKey);
                            }

                            if (Input.GetKeyDown(KeyCode.E)) //this is about doors, try to open it
                            {
                                if (focus_Door.needKey)
                                {
                                    if (player.GetComponent <Inventory>().hasKey1)
                                    {
                                        whatIHit.transform.gameObject.GetComponent <Door>().DoorActivity();
                                    }
                                }
                            }
                        }
                        else
                        {
                            ShowInteractionPanel("Press E to interact");

                            if (Input.GetKeyDown(KeyCode.E))
                            {
                                whatIHit.transform.gameObject.GetComponent <Door>().DoorActivity();
                            }
                        }
                    }
                    #endregion
                }

                #region ItemRayCast/General
                if (whatIHit.collider.gameObject.GetComponent <ItemPickup>())
                {
                    f_item = whatIHit.collider.gameObject.GetComponent <ItemPickup>();

                    //f_item.HighLightStatus(true);

                    //show panel
                    ShowInteractionPanel(ItemInteractionText);
                    //If player is pressing E button - Maybe needs to be informed of pickable option - UI
                    if (Input.GetKeyDown(KeyCode.E))  //this is an item, try to pick it up
                    {
                        if (f_item.whatItemAmI == ItemPickup.items.key1)
                        {
                            player.GetComponent <Inventory>().hasKey1 = true;
                        }

                        else if (f_item.whatItemAmI == ItemPickup.items.torch)
                        {
                            player.GetComponent <Inventory>().EquipTorch();
                        }

                        f_item.OnPickUp();
                    }
                }
                #endregion
            }
        }
        else if (InteractionPanel.activeInHierarchy)
        {
            //Destroy(cCanvas);
            //cCanvas = null;
            //canCreateCanvas = true;
            HideInteractionPanel();
        }//close panel
    }