public void OnTriggerExit(Collider hit) { GlobalUtilities.ClearInteractText(); if (this._currentInteractionObject == hit) { this._currentInteractionObject = null; } }
public void OnTriggerStay(Collider hit) { // if we collided a second object while we are interacting don't // interact with it if (this._currentInteractionObject != hit) { return; } // we hit something bool interact = CrossPlatformInputManager.GetButtonDown(GlobalUtilities.INTERACT); //was it a pickup item? if (hit.tag == GlobalUtilities.PICKUP_TAG) { //we want to first check the type ItemPickup pickUp = hit.GetComponent <ItemPickup>(); //if the pickup doesn't require interaction the pickup script handles using the item if (!pickUp.RequiresInteraction()) { return; } if ((interact && !this._isInteracting)) { this._isInteracting = true; GameObject currentWeapon = this.CurrentActiveWeapon(); switch (pickUp.GetPickupType()) { case ItemPickup.RIGHT_HAND_WEAPON: if (this._hasWeapon && currentWeapon != null) { BaseWeapon weaponScript = currentWeapon.GetComponent <BaseWeapon> (); weaponScript.Drop(); } this._rightHandWeapon = pickUp.PickUp(this._rightHandWeaponHold); this._hasWeapon = true; this.GetRightHandWeaponScript().IsBeingHeld = true; GlobalUtilities.ClearInteractText(); break; case ItemPickup.RIGHT_HAND_SHIELD: break; case ItemPickup.LEFT_HAND_WEAPON: if (this._hasWeapon && currentWeapon != null) { BaseWeapon weaponScript = currentWeapon.GetComponent <BaseWeapon> (); weaponScript.Drop(); } this._leftHandWeapon = pickUp.PickUp(this._leftHandWeaponHold); this._hasWeapon = true; this.GetLeftHandWeaponScript().IsBeingHeld = true; GlobalUtilities.ClearInteractText(); break; case ItemPickup.LEFT_HAND_SHIELD: break; default: break; } this._isInteracting = false; } else { GlobalUtilities.ShowButtonInteract("X", pickUp.GetIdentifier()); } } }