Esempio n. 1
0
    public void CmdInteract(GameObject vPlayer)
    {
        JL_PCControl mSC_PC = vPlayer.GetComponent <JL_PCControl>();

        if (gameObject.name == "CatapultPiece")
        {
            gameObject.transform.SetParent(vPlayer.transform);
            GO_Parent = vPlayer;
            mSC_PC.SetChild(gameObject);
        }
        else if (gameObject.name == "Open Door")
        {
            gameObject.transform.DOMove(transform.position + new Vector3(0, 3, 0), 3);
        }
        else if (gameObject.name == "Platform Switch")
        {
            GO_Interactable.SendMessage("CmdActivate");
        }
        else if (gameObject.name == "Catapult Switch")
        {
            GO_Interactable.GetComponent <Rigidbody>().isKinematic             = false;
            GameObject.Find("Catapult").GetComponent <Rigidbody>().isKinematic = false;
        }
        else if (gameObject.name == "Door Switch")
        {
            GO_Interactable.SetActive(false);
            GO_Lava.SetActive(true);
        }
        else if (gameObject.name == "Strong Cube")
        {
            if (SC_LevelManager.StateCheck("Strong"))
            {
                GetComponent <Renderer>().material = Mat_Unusable;
                BL_Activated = true;
            }
        }
        else if (gameObject.name == "Light Cube")
        {
            if (SC_LevelManager.StateCheck("Light"))
            {
                GetComponent <Renderer>().material = Mat_Unusable;
                BL_Activated = true;
            }
        }
        else if (gameObject.name == "Fast Cube")
        {
            if (SC_LevelManager.StateCheck("Fast"))
            {
                GetComponent <Renderer>().material = Mat_Unusable;
                BL_Activated = true;
            }
        }
        else if (gameObject.name == "Techy Cube")
        {
            if (SC_LevelManager.StateCheck("Techy"))
            {
                GetComponent <Renderer>().material = Mat_Unusable;
                BL_Activated = true;
            }
        }
    }