Esempio n. 1
0
 private void HandleInput()
 {
     if (objectLookedAt != null && Input.GetButtonDown("Activate"))
     {
         objectLookedAt.DoActivate();
     }
 }
 private void HandleInput()
 {
     if (lookedAtObject != null && Input.GetButtonDown("Activate"))
     {
         Debug.Log("This is an IActivatable!");
         lookedAtObject.DoActivate();
     }
 }
 private void ActivateLookedAtObject()
 {
     if (objectLookedAt != null)
     {
         if (Input.GetButtonDown("Fire1"))
         {
             objectLookedAt.DoActivate();
         }
     }
 }
 private void ActivateLookedAtObject()
 {
     if (objectLookedAt != null)
     {
         if (Input.GetButtonDown("Fire1"))
         {
             objectLookedAt.DoActivate();
             canvas.GenerateMenuItems();
         }
     }
 }
Esempio n. 5
0
        private void CheckedForLookedAtOBjectObjects()
        {
            RaycastHit raycastHit;

            if (Physics.Raycast(transform.position, transform.forward, out raycastHit,
                                maxDistanceToActivateObjects, layerActivatableObjectsAreOn))
            {
                //if our ray hits something, we go into this code block
                objectLookedAt = raycastHit.collider.gameObject.GetComponent <IActivatable>();
                userInput      = raycastHit.collider.gameObject.GetComponent <Icommand>();

                if (objectLookedAt == null)
                {
                    // attack();
                    throw new System.Exception(raycastHit.collider.gameObject.name +
                                               " MUST have a script that implements IActivatable script attached to it.");
                }

                string objectName = raycastHit.collider.gameObject.name;
                //Debug.Log("Object Looked at " + objectName);

                if (Input.GetButton("xButton"))
                {
                    if (gameObject.tag == "Items")
                    {
                        raycastHit.collider.gameObject.SetActive(false);

                        Debug.Log("The user is looking at an activatable Object, and now has clicked.");
                        objectLookedAt.DoActivate();
                        userInput.DoCommand();
                    }
                    userInput.DoCommand();
                }
            }
            else
            {
                objectLookedAt = null;
                userInput      = null;
            }

            Vector3 endPoint = transform.position + maxDistanceToActivateObjects * transform.forward;

            Debug.DrawLine(transform.position, endPoint, Color.red);
        }
Esempio n. 6
0
    // Update is called once per frame
    void Update()
    {
        Debug.DrawRay(transform.position, transform.forward * maxActivateDistance, Color.red);

        RaycastHit raycastHit;

        if (Physics.Raycast(transform.position, transform.forward, out raycastHit, maxActivateDistance))
        {
            Debug.Log("Raycast hit" + raycastHit.transform.name);


            IActivatable objectLookedAt = raycastHit.transform.GetComponent <IActivatable>();

            if (objectLookedAt != null && Input.GetButtonDown("Activate"))
            {
                objectLookedAt.DoActivate();
            }
        }
    }