private void PickupNormal() { // already held check if (CurrentObject.ActiveHand) { CurrentObject.ActiveHand.Drop(); } if (!CurrentObject) { return; } // positoning CurrentObject.ApplyOffset(transform); //CurrentObject.transform.position = transform.position; // attach Rigidbody targetBody = CurrentObject.GetComponent <Rigidbody>(); fixedJoint.connectedBody = targetBody; // set active hand CurrentObject.ActiveHand = this; }
private void Pickup() { // Get nearest CurrentObject = getNearestInteractable(); //null check if (!CurrentObject) { return; } //check for upgrade menu if (CurrentObject.gameObject.CompareTag("Turret")) { TurretBehaviour turret = CurrentObject.GetComponent <TurretBehaviour>(); if (turret.UpgradeMenu.activeInHierarchy) { turret.UpgradeMenu.SetActive(false); } else if (!turret.UpgradeMenu.activeInHierarchy) { turret.UpgradeMenu.SetActive(true); } DropRotate(); return; } OutlineObject.gameObject.SetActive(true); if (CurrentObject.gameObject.CompareTag("CanPickup")) { PickupNormal(); } else if (CurrentObject.gameObject.CompareTag("CanRotate")) { Rotate(); } }