private void OnMouseOver() { if (dist.inRangeofPlayer(gameObject)) { if (Input.GetKeyDown(KeyCode.E)) { prompt.SetActive(false); } } }
void OnMouseOver() { if (dist.inRangeofPlayer(gameObject)) { if (Input.GetKey(KeyCode.E)) { EquipIcon(); if (virgin) { if (gameObject.name.Equals("Gloves")) { player.GetComponent <PlayerInfo>().equipGloves = true; } else if (gameObject.name.Equals("SafetyGlasses")) { player.GetComponent <PlayerInfo>().equipGlasses = true; } else if (gameObject.name.Equals("LabCoat")) { player.GetComponent <PlayerInfo>().equipCoat = true; } virgin = false; } } } }
void OnMouseOver() { if (dist.inRangeofPlayer(gameObject)) { if (Input.GetKeyDown(KeyCode.E)) { if (virgin) { player.GetComponent <PlayerInfo>().interactBurner = true; // if(!player.GetComponent<PlayerInfo>().audio.isPlaying) // player.GetComponent<PlayerInfo>().GetComponent<AudioSource>().PlayOneShot(Warning_F); virgin = false; } if (isFireActive) { col.enabled = false; fire.Stop(); isFireActive = false; flame.SetActive(false); } else { col.enabled = true; fire.Play(); isFireActive = true; flame.SetActive(true); //timeStamp = currentTime + 5f; //checkList(); //print("FIRE"); } } } }
//public GameObject equippable; void OnMouseOver() { if (Input.GetKeyDown(KeyCode.E) && (!invStatus.InventoryFull())) { if (dist.inRangeofPlayer(gameObject)) { if (virgin) { if (gameObject.name.Contains("Tong")) { print("Equip Tongs"); player.GetComponent <PlayerInfo>().equipTongs = true; virgin = false; } else if (gameObject.name.Contains("Litmus")) { player.GetComponent <PlayerInfo>().equipLitmus = true; virgin = false; } else if (gameObject.name.Contains("WaterPitcher")) { player.GetComponent <PlayerInfo>().equipPitcher = true; virgin = false; } } Equip(); } } }
void OnMouseEnter() { if (outlineMode == OutlineMode.MouseOver) { if (dist.inRangeofPlayer(gameObject)) { ApplyEffect = true; } } }
private void OnMouseOver() { if (dist.inRangeofPlayer(gameObject)) { if (Input.GetKeyDown(KeyCode.E)) { print("scale weuight"); if (virgin) { player.GetComponent <PlayerInfo>().interactScale = true; virgin = true; } DataPopUp(); } } }
void Update() //The main function wich controlls how the system will work. { if (dist.inRangeofPlayer(gameObject)) { if (T_ActivatedOpen == true) { T_ActivatedClose = false; } else if (T_ActivatedClose == true) { T_ActivatedOpen = false; } if (activateTrigger && Input.GetKeyDown(KeyCode.E)) //For some reaseon you can't have both E (open and close). { T_ActivatedOpen = false; T_ActivatedClose = true; doorOpen = true; if (doorOpen) { doorOpen = true; doorController("Open"); } } else if (T_ActivatedClose && activateTrigger && Input.GetKey(KeyCode.C)) { T_ActivatedOpen = true; T_ActivatedClose = false; if (doorOpen) { doorOpen = false; doorController("Close"); } } } }
// Update is called once per frame void Update() { currentTime = Time.time; if (currentTime >= timeStamp) { showerHead.GetComponent <ParticleSystem>().Stop(); gameObject.GetComponent <BoxCollider>().enabled = false; //showerOn = false; //print("OFF"); } if (dist.inRangeofPlayer(gameObject)) { if (Input.GetKeyDown(KeyCode.E)) { ShowerOffandON(); if (virgin) { player.GetComponent <PlayerInfo>().usedShower = true; } virgin = false; } } }