private void OnTriggerEnter2D(Collider2D col) { if (this.enabled) { Item_Component item = col.GetComponent <Item_Component>(); pickUp.PickedUp(item); } }
private void FixedUpdate() { Collider2D[] col = Physics2D.OverlapCircleAll(transform.position, pickUpRadius, mask); foreach (Collider2D c in col) { if (c.GetComponent <Item_Component>()) { //here we update to inventory Ui Item_Component item = c.transform.gameObject.GetComponent <Item_Component>(); pickUp.PickedUp(item); } } }
private void FixedUpdate() { posInDirection = ((Vector2)transform.position) + (directionInput * distance); if (directionInput != Vector2.zero) { Collider2D[] col = Physics2D.OverlapCircleAll(posInDirection, pickUpRadius, mask); foreach (Collider2D c in col) { if (c.GetComponent <Item_Component>()) { //here we update to inventory Ui Item_Component item = c.transform.gameObject.GetComponent <Item_Component>(); pickUp.PickedUp(item); } } } }
void GetItem() { RaycastHit2D hit = Physics2D.Raycast(mousePosition, Vector2.up, 1, mask); if (hit.collider != null) { print("Hit Something"); if (hit.transform.GetComponent <Item_Component>()) { distanceFromClick = (Vector2)transform.position - (Vector2)hit.transform.position; if (distanceFromClick.magnitude < maxDistance) { Item_Component item = hit.transform.gameObject.GetComponent <Item_Component>(); pickUp.PickedUp(item); } } } }