private void ReticleEffect() { RaycastHit hit = raycast.GetHitObject(); if (hit.collider != null && Vector3.Distance(transform.position, hit.point) < reach && (hit.collider.gameObject.layer == LayerMask.NameToLayer("Enemy") || hit.collider.gameObject.layer == LayerMask.NameToLayer("Interactive"))) { reticle.color = Color.Lerp(reticle.color, reticleEnemyColor, Time.deltaTime * 2); reticle.transform.localScale = Vector3.Lerp(reticle.transform.localScale, new Vector3(.7f, .7f, 1f), Time.deltaTime * 2); } else { //currentProjectilePrefab = arrowPrefab; reticle.color = Color.Lerp(reticle.color, reticleMissColor, Time.deltaTime * 2); reticle.transform.localScale = Vector3.Lerp(reticle.transform.localScale, Vector3.one, Time.deltaTime * 2); } }
void Update() { if (Input.GetButtonDown("Fire1") && !uIManager.UIShown) { RaycastHit hitInfo = raycast.GetHitObject(); if (hitInfo.collider != null && hitInfo.collider.CompareTag("Inventory") && Vector3.Distance(hitInfo.point, transform.position) < reach) { AddItemFromSource(hitInfo.collider.gameObject.GetComponent <IItemSource>()); } } }