// Update is called once per frame
 void Update()
 {
     if (Input.GetButton("Fire3") /*GetKeyDown(KeyCode.Space)*/ == true)
     {
         Collider2D[] interactInRange = Physics2D.OverlapBoxAll(transform.position, Vector2.one, 0, LayerMask.GetMask("Interact"));
         if (interactInRange.Length > 0)
         {
             for (int i = 0; i < interactInRange.Length; i++)
             {
                 Interactible myInteract = interactInRange[i].GetComponent <Interactible>();
                 if (myInteract != null)
                 {
                     //myInteract.StartExecute(this);
                     Debug.Log("Get GameObject = " + interactInRange[i].gameObject.name);
                 }
             }
             Debug.Log("Fin");
         }
     }
     else if (Input.GetButtonUp("Fire3"))
     {
         Collider2D[] interactInRange = Physics2D.OverlapBoxAll(transform.position, Vector2.one, 0, LayerMask.GetMask("Interact"));
         if (interactInRange.Length > 0)
         {
             for (int i = 0; i < interactInRange.Length; i++)
             {
                 Interactible myInteract = interactInRange[i].GetComponent <Interactible>();
                 if (myInteract != null)
                 {
                     myInteract.EndExecute();
                 }
             }
         }
     }
 }
Example #2
0
    private void ProcessInput()
    {
        // Process interact
        if (interacting == true)
        {
            Debug.Log("Dans interact");
            Collider2D[] interactInRange = Physics2D.OverlapBoxAll(transform.position, new Vector2(0.5f, 0.5f), 0, LayerMask.GetMask("Interact"));
            Debug.Log("On a " + interactInRange.Length.ToString() + " interactible a porter");
            if (interactInRange.Length > 0)
            {
                for (int i = 0; i < interactInRange.Length; i++)
                {
                    Interactible myInteract = interactInRange[i].GetComponent <Interactible>();
                    if (myInteract != null)
                    {
                        myInteract.StartExecute(this);
                        disableInteracting = true;
                        Debug.Log("Get GameObject = " + interactInRange[i].gameObject.name);
                        break;
                    }
                }
                return;
            }
        }
        else if (disableInteracting == true)
        {
            disableInteracting = false;
            Collider2D[] interactInRange = Physics2D.OverlapBoxAll(transform.position, Vector2.one, 0, LayerMask.GetMask("Interact"));
            if (interactInRange.Length > 0)
            {
                for (int i = 0; i < interactInRange.Length; i++)
                {
                    Interactible myInteract = interactInRange[i].GetComponent <Interactible>();
                    if (myInteract != null)
                    {
                        myInteract.EndExecute();
                    }
                }
            }
        }

        Debug.Log("Test dans PlayerController On move up");

        if (grounded == true && climbingLadder == false && jumpKey == true)
        {
            Vector2 j_movement = new Vector3(0, 1.0f) * jumpSpeed;
            rb2d.AddForce(j_movement);
            grounded = false;
            FindObjectOfType <AudioManager>().Play("JumpSFX");
            return;
        }


        // Process movement
        // flip
        if (i_movement.x != 0)
        {
            transform.localScale = new Vector3(scale * Mathf.Sign(i_movement.x), transform.localScale.y, transform.localScale.z);
        }

        if (climbingLadder && i_movement.y > -0.7 && i_movement.y < 0.7)
        {
            i_movement.y = 0f;
        }

        Vector2 movement = climbingLadder ? i_movement * moveSpeed : new Vector2(i_movement.x * moveSpeed, rb2d.velocity.y);

        rb2d.velocity = movement;
        animator.SetFloat("Velocity", Mathf.Abs(movement.x));
    }