// Use this for initialization void Start() { PuPs = GameObject.FindObjectOfType <PickupPlayerScript> ().GetComponent <PickupPlayerScript> (); //dialogue = GameObject.FindObjectOfType<DialogManager> ().GetComponent<DialogManager> (); dr = GameObject.FindObjectOfType <dialogReader> ().GetComponent <dialogReader> (); //for (int i = 0; i < specialobjects.Count; i++) { //specialobjects [i].SetActive (false); //} specialobj.SetActive(false); specialobj1.SetActive(false); specialobj2.SetActive(false); }
public void pickUpFunc() { if (Input.GetKeyDown(KeyCode.Mouse0)) { int x = Screen.width / 2; int y = Screen.height / 2; Ray rayCheck = mainCamCamObj.ScreenPointToRay(new Vector3(x, y)); RaycastHit hitCheck; if (Physics.Raycast(rayCheck, out hitCheck)) { PickupableScript p = hitCheck.collider.GetComponent <PickupableScript> (); if (p != null) { carrying = true; carriedObj = p.gameObject; cObjRBody = p.gameObject.GetComponent <Rigidbody> (); cObjRBody.useGravity = false; cObjRBody.isKinematic = false; //carriedObj.tag = "box"; /* This is where the call goes out to check if the object picked up has a * dialogReader script attached to it. If it does, it will return the readlines * functions and the item description will appear. * If it doesn't, it will null out but not cause the game to crash. * *figured it was necessary to implement that in case we forget an object at * any point. */ dialogReader itemdescript = carriedObj.gameObject.GetComponent <dialogReader> (); if (itemdescript != null) { itemdescript.readlines(); BT.objectcount++; } else { Debug.Log("null"); } } } } }