void Update() { if (Input.GetButtonDown("Interact") && currentInterObj) { // Check to see if this object is to be stored in inventory if (currentInterObjScript.inventory) { inventory.AddItem(currentInterObj); } // Check to see if object is a shop if (currentInterObjScript.shop) { currentInterObj.SendMessage("OpenShop"); } // Check to see if object talks if (currentInterObjScript.talks) { // Tell the object to give its message currentInterObjScript.Talk(); } // Do something with the object //currentInterObj.SendMessage("DoInteraction"); currentInterObjScript.GenericInteraction(); } // Use a food to heal yourself if (Input.GetButtonDown("Use item 1")) { if (playerData.CurrentHealth < playerData.MaxHealth) { // Check the inventory for food item GameObject food = inventory.FindItemByType("food"); if (food != null) { // Use the food - apply its effect playerData.CurrentHealth = playerData.MaxHealth; // Remove the food from the inventory inventory.RemoveItem(food); } } } // Use powerup item if (Input.GetButtonDown("Use powerup")) { GameObject powerup = inventory.FindItemByType("powerup"); if (powerup != null) { // Do something to players character Grow(); // Remove from inventory inventory.RemoveItem(powerup); } } }