void Update() { if (Input.GetKey("e") && highlightObject.triggerable) { interactionHandler.Interact("Computer"); } }
// Update is called once per frame void Update() { // Uses same conditions as highlight to call Interact(), runs waterBonsai() if (Input.GetKey("e") && highlightObject.triggerable) { interactionHandler.Interact("Bonsai Tree"); } }
void Update() { directionalInput = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical")); if (directionalInput.x > 0 && !facingRight && curentState != PlayerState.Interacting) { Flip(); } else if (directionalInput.x < 0 && facingRight && curentState != PlayerState.Interacting) { Flip(); } player.SetDirectionalInput(directionalInput); animator.UpdateMovement(directionalInput.x != 0 ? true : false); animator.SetGrounded(player.IsGrounded()); if (controller.JumpKeyPressed() && curentState != PlayerState.Interacting) { player.OnJumpInputDown(); animator.TriggerJump(); } if (controller.JumpKeyReleased() && curentState != PlayerState.Interacting) { player.OnJumpInputUp(); animator.ResetJump(); } animator.SetGrounded(player.IsGrounded()); animator.SetFalling(player.isFalling() ? true : false); if (controller.InteractKeyPressed()) { interactionHandler.Interact(); } else { curentState = PlayerState.Normal; } }
public void Interact() { interactionHandler.Interact(); // Debug.Log("Called"); }