Exemple #1
0
    public void Update()
    {
        if (Input.GetKeyDown(KeyCode.F1))
        {
            Anim anim = GetComponentInChildren <Anim>();
            anim.Pause();
        }
        if (Input.GetKeyDown(KeyCode.F2))
        {
            Anim anim = GetComponentInChildren <Anim>();
            anim.Resume();
        }
        if (Input.GetKeyDown(KeyCode.F3))
        {
            Anim anim = GetComponentInChildren <Anim>();
            anim.Clear();
        }
        if (Input.GetKeyDown(KeyCode.F4))
        {
            Anim anim = GetComponentInChildren <Anim>();
            anim.Play(item.portalType.ToString().ToLower());
        }

        if (!hover)
        {
            return;
        }

        if (Input.GetKeyDown(KeyCode.Space))
        {
            if (item.portalType == PortalType.Closed)
            {
                game.SetMessage("You walk into the portal and hurt yourself.");
                return;
            }

            game.TeleportTo(GetDestination(), item.portalType);
        }

        if (Input.GetKeyDown(KeyCode.R))
        {
            // If you are over a portal with an installed tool, pick it up
            if (item.portalType == PortalType.Open && item.installedTool != ToolType.None)
            {
                // Reclaim tool to inventory
                game.inventory.TakeActive(ItemType.Tool, item.installedTool, item.installedNumber);
                game.SetMessage("You reclaim the " + item.installedTool + item.installedNumber + " tool.");

                // Remove tool from portal
                item.installedTool   = ToolType.None;
                item.installedNumber = Level.NO_LEVEL;
                game.levelManager.ChangeItem(game.level.room, item);
                UpdateView();
                return;
            }

            // All remaining usage of R key requires a selected tool in inventory
            InventorySlot slot = game.inventory.GetActiveSlot();
            if (slot == null)
            {
                return;
            }

            // Cannot use tool on return portal
            if (item.portalType == PortalType.Return)
            {
                game.SetMessage("Portal tools don't work on return portals.");
                return;
            }

            if (item.portalType == PortalType.Closed)
            {
                // EMPTY tool cannot be used on closed portal
                if (slot.number == Level.NO_LEVEL)
                {
                    game.SetMessage("This portal is disabled and cannot be collected.");
                }

                // Tool is loaded; used on closed portal will open it
                else
                {
                    item.portalType = PortalType.Open;                   // change to open portal
                    item.number     = slot.number;                       // using number from portal tool in inventory slot
                    game.levelManager.ChangeItem(game.level.room, item); // Remember changes
                    UpdateView();                                        // Change portal on display
                    slot.number = Level.NO_LEVEL;                        // Remove portal number from tool in inventory
                    slot.UpdateView();                                   // Update inventory display
                    game.SetMessage("You transfer the portal back to the arch.");
                }
                return;
            }

            // Portal is open and unaugmented
            Debug.Assert(item.portalType == PortalType.Open);
            Debug.Assert(item.installedTool == ToolType.None);

            // Is tool empty? If so, collect portal into tool and close portal
            if (slot.number == Level.NO_LEVEL)
            {
                slot.number = item.number;                           // Copy portal number into tool
                slot.UpdateView();                                   // Update the inventory display
                item.portalType = PortalType.Closed;                 // Close portal
                game.levelManager.ChangeItem(game.level.room, item); // Remember change
                UpdateView();                                        // Update display of portal
                game.SetMessage("You collect portal " + item.number + " into the " + slot.toolType + " tool");
                return;
            }

            // Tool is full: install tool into the portal, if portal is empty
            if (slot.number != Level.NO_LEVEL)
            {
                // TODO Put "final" number in slot.number
                item.installedNumber = slot.number;                  // Copy tool number into portal
                item.installedTool   = slot.toolType;                // Copy tool type (add, subtract, etc) into portal
                game.levelManager.ChangeItem(game.level.room, item); // Remember changes
                UpdateView();                                        // Update display of portal to show augmentation
                slot.Remove();                                       // Remove inventory slot
                game.SetMessage("You augment the portal with the " + item.installedTool + " tool");
                return;
            }

            Debug.Log("You've discovered a bug. Er, I mean, easter egg.");
        }
    }