private void addToPickups(Collider other) { PickupStruct p = other.gameObject.GetComponent <PickupStruct>(); foreach (PickupStruct pickup in pickUpInv) { if (pickup != null) { if (p.col == pickup.col) { return; } } } if (pickUpInv.Count == 4) { pickUpInv[0] = null; for (int i = 1; i < pickUpInv.Count; i++) { if (pickUpInv[i] != null) { pickUpInv[i - 1] = pickUpInv[i]; } } } pickUpInv.Add(other.gameObject.GetComponent <PickupStruct>()); }
void TaskOnClick() { if (player.pickUpInv.Count - 1 >= invSpaceIndex) { PickupStruct p = (PickupStruct)player.pickUpInv[invSpaceIndex]; Material material = null; switch (p.col) { case PickupStruct.Colors.BLUE: playerController.col = StealthAgainstStruct.Colors.BLUE; material = PlayerBlue; break; case PickupStruct.Colors.RED: playerController.col = StealthAgainstStruct.Colors.RED; material = PlayerRed; break; case PickupStruct.Colors.YELLOW: playerController.col = StealthAgainstStruct.Colors.YELLOW; material = PlayerYellow; break; case PickupStruct.Colors.ORANGE: playerController.col = StealthAgainstStruct.Colors.ORANGE; material = PlayerOrange; break; } Renderer playerShader = player.gameObject.GetComponent <Renderer>(); playerShader.sharedMaterial = material; player.pickUpInv.Remove(p); Image img = player.colInvs[player.pickUpInv.Count]; img.material = null; Color c = new Color(1, 1, 1, 1); img.color = c; } }
// Update is called once per frame void LateUpdate() { Color c = img.color; if (player.pickUpInv.Count - 1 >= invSpaceIndex) { PickupStruct p = (PickupStruct)player.pickUpInv[invSpaceIndex]; if (p != null) { c = new Color(1, 1, 1, 1); img.color = c; switch (p.col) { case PickupStruct.Colors.BLUE: img.material = UIBlue; break; case PickupStruct.Colors.RED: img.material = UIRed; break; case PickupStruct.Colors.YELLOW: img.material = UIYellow; break; case PickupStruct.Colors.ORANGE: img.material = UIOrange; break; } } else { c = new Color(1, 1, 1, 0); img.color = c; } } }