void OnTriggerExit(Collider other) { IndicatorOverlay overlay = other.GetComponent <IndicatorOverlay> (); if (overlay != null) { overlay.Disable(); } }
void OnTriggerStay(Collider other) { IndicatorOverlay overlay = other.GetComponent <IndicatorOverlay> (); if (overlay != null && other.gameObject != item1 && other.gameObject != item2 && overlay.display == false) { //overlay.Enable(); } if (other.gameObject != item2 && Input.GetButtonDown("Pickup") && !pickedUpRight && cooldown < 0.01f) { if (other.GetComponent <tmpItem>() != null) { if (other.GetComponent <tmpItem>().grabbable) { if (item1 == null) { item1 = other.gameObject; } //Debug.Log("Grabbed!"); Collider childCollider = item1.transform.GetComponentInChildren <Collider> (); //item1.transform.GetChild(0).gameObject.GetComponent<Collider>().enabled = false; Physics.IgnoreCollision(childCollider, parentCollider, true); item1.transform.position = rightHand.position; item1.transform.parent = rightHand; item1.transform.localPosition = Vector3.zero; Rigidbody rb = item1.GetComponentInChildren <Rigidbody>(); rb.freezeRotation = true; pickedUpRight = false; cooldown = PICKUP_DELAY; if (overlay != null) { //For displaying icon over object overlay.Disable(); } } } } if (other.gameObject != item1 && Input.GetButtonDown("PickupL") && !pickedUpLeft && cooldownL < 0.01f) { if (other.GetComponent <tmpItem>() != null) { if (other.GetComponent <tmpItem>().grabbable) { if (item2 == null) { item2 = other.gameObject; } //Debug.Log("Grabbed!"); Collider childCollider = item2.transform.GetComponentInChildren <Collider> (); //item1.transform.GetChild(0).gameObject.GetComponent<Collider>().enabled = false; Physics.IgnoreCollision(childCollider, parentCollider, true); item2.transform.position = leftHand.position; item2.transform.parent = leftHand; item2.transform.localPosition = Vector3.zero; Rigidbody rb = item2.GetComponentInChildren <Rigidbody>(); rb.freezeRotation = true; pickedUpLeft = false; cooldownL = PICKUP_DELAY; if (overlay != null) { //For displaying icon over object overlay.Disable(); } } } } }