void UI_InteractHover()
    {
        //Make sure player is hovering over an item
        GameObject itemInView = playerInteract.GetItemInView();

        if (itemInView)
        {
            textInteractable.text = "";

            //Update interact UI text
            Interactable interactable = itemInView.GetComponent <Interactable>();
            Pickupable   pickupable   = itemInView.GetComponent <Pickupable>();

            if (pickupable)
            {
                textInteractable.text = "Press E to pickup " + pickupable.item.name;
            }
            else if (interactable && GetItemInViewName() != "")
            {
                string interactName = GetItemInViewName();

                Pickupable currentlyEquipped = playerInteract.GetComponent <EquipSystem>().currentEquippedItem;
                if (currentlyEquipped)
                {
                    IItemUsable itemUsable = interactable as IItemUsable;
                    if ((itemUsable != null && !itemUsable.IsCorrect()) && currentlyEquipped) //Display 'Use [item] on [itemhover]'
                    {
                        textInteractable.text = "Use " + currentlyEquipped.item.name + " on " + interactName;
                    }
                }
                else
                {
                    textInteractable.text = interactName;
                }
            }
            else
            {
                isVisible = false;
                StartCoroutine(DelayedFadeOut());
            }


            //Make text visible if it is not already
            if (!isVisible && textInteractable.text != "")
            {
                //Make text visible if it is not already
                if (!isVisible)
                {
                    isVisible = true;
                    interactAnimator.SetBool("isVisible", isVisible);
                }
            }
        }
        else if (isVisible)
        {
            //Delay fade out to make sure text does not blink while quickly switching targets
            isVisible = false;
            StartCoroutine(DelayedFadeOut());
        }
    }
Exemple #2
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 /// <summary>
 /// Functionality of using an item on a IItemUsable component
 /// </summary>
 /// <returns>Whether the item could be used.</returns>
 public virtual bool Use(GameObject user, Interactable itemInView)
 {
     if (itemInView)
     {
         IItemUsable itemUsable = itemInView.GetComponent <IItemUsable>();
         if (itemUsable != null)
         {
             return(itemUsable.OnItemUse(user, item));
         }
     }
     return(false);
 }
Exemple #3
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    void Update()
    {
        if (IsHolding)
        {
            // Don't care where we are, right click returns item to inventory
            if (Input.GetMouseButtonDown(1))
            {
                StopHolding();
                return;
            }
            else
            {
                // No effect - item cannot be used
                bool isHighlight = false;
                GetComponent <SpriteRenderer>().color = Color.white;

                Ray            ray     = Camera.main.ScreenPointToRay(Input.mousePosition);
                RaycastHit2D[] objects = Physics2D.RaycastAll(ray.origin, ray.direction);

                foreach (var obj in objects)
                {
                    IItemUsable u = obj.collider.gameObject.GetComponent <IItemUsable>();
                    if (u != null)
                    {
                        if (u.CanUseOnSelf(CurrentItemId))
                        {
                            // Effect to show that the item can be used
                            isHighlight = true;
                            GetComponent <SpriteRenderer>().color = Color.yellow;

                            if (Input.GetMouseButton(0))
                            {
                                // Stop holding before usage to return item to inventory and then remove it via action
                                // sometimes use on self invokes coroutine move closer - then we would be fine - item returns and is later removed
                                // but other times there is no coroutine involved, item is in hand so action cannot remove it from inventory
                                // and StopHolding just returns it to inventory for no reason

                                int itemId = CurrentItemId;
                                StopHolding();
                                u.UseOnSelf(itemId);
                                return;
                            }
                        }
                    }
                }

                ToggleHighlight(isHighlight);
            }

            MoveToCursor();
        }
    }
    protected override string GetInteractableMessage(Interactable interactable)
    {
        string returnString = base.GetInteractableMessage(interactable);

        IItemUsable usableInteractable = interactable as IItemUsable;
        bool        canUseItem         = usableInteractable != null && usableInteractable.CanUse();

        if (owningPlayer && canUseItem)
        {
            var equip = owningPlayer.GetComponent <EquipManager>();
            if (equip && equip.GetEquippedItem())
            {
                return("Use " + equip.GetEquippedItem().GetName() + " on " + interactable.GetName());
            }
        }

        return(returnString);
    }