public void ResetLevers() { lever0.setIsActive(false); lever1.setIsActive(false); lever2.setIsActive(false); lever3.setIsActive(false); lever4.setIsActive(false); lever5.setIsActive(false); }
private void FixedUpdate() { RaycastHit hit; interactionRay = camera.ScreenPointToRay(Input.mousePosition); // Checks if there is an object in front of the player and sets a boolean accordingly if (Physics.Raycast(interactionRay, out hit, interactDistance) && hit.transform.tag == "Interactable") { reticlePanel.SetActive(true); isInteractionAvailable = true; interactControls.enabled = true; //Debug.Log("INTERACTING"); } else // if (!Physics.Raycast(interactionRay, out hit, interactDistance)) { reticlePanel.SetActive(true); isInteractionAvailable = false; interactControls.enabled = false; //Debug.Log("NOT INTERACTING"); } // Checks whether above boolean is true and the Interact button (Left Click) is pressed down. // If both are true, it sets the state of the interactable object as // the opposite of it's previous state. (False if true, true if false) if (Input.GetButtonDown("Interact") && isInteractionAvailable) { InteractionState state = hit.collider.GetComponent <InteractionState>(); if (state != null && !state.getIsActive()) { state.setIsActive(true); Debug.Log("Interacted With! Set to: " + state.getIsActive()); } else if (state != null && state.getIsActive()) { state.setIsActive(false); Debug.Log("Interacted With! Set to: " + state.getIsActive()); } } }
public void ResetLevers() { foreach (GameObject lever in levers) { lever.GetComponent <AudioSource>().enabled = false; } lever0.setIsActive(false); foreach (GameObject lever in levers) { lever.GetComponent <AudioSource>().enabled = true; } }
public void ResetLevers() { lever0.setIsActive(false); }