private void LateUpdate()
 {
     // need to reset last subject for when we mouse over the same subject again
     if (!currentSubjectWasOK)
     {
         lastSubject = null;
     }
 }
    private void Update()
    {
        currentSubjectWasOK = false;

        if (player.Inventory.IsEmpty)
        {
            return;
        }

        InventoryItem currentItem = player.Inventory.CurrentInventoryItem;

        if (Input.GetMouseButtonDown(0))
        {
            player.Inventory.Empty();
        }

        Ray ray = mainCamera.ScreenPointToRay(Input.mousePosition);

        if (!Physics.Raycast(ray, out RaycastHit hit, MaxRayDistance, layerMask: 1 << 0, QueryTriggerInteraction.Ignore))
        {
            return;
        }

        InteractWithItem currentSubject = hit.collider.gameObject.GetComponent <InteractWithItem>();

        if (currentSubject == null)
        {
            return;
        }

        if (currentSubject.ItemType != currentItem.ItemType)
        {
            return;
        }

        if (!currentSubject.PlayerCanInteract())
        {
            return;
        }

        // code within this if-statement shouldn't be called every frame
        currentSubjectWasOK = true;
        if (currentSubject != lastSubject)
        {
            currentSubject.ShowInteractionCue();
            player.Navigation.LookAt(currentSubject.transform, duration: LookDuration);
        }
        lastSubject = currentSubject;

        if (!Input.GetMouseButtonDown(0))
        {
            return;
        }

        currentItem.TriggerAnimationOnPlayer(player, delay: LookDuration);
        currentSubject.Interact();
    }