public void DestroySample() { if (curSample != null) { curSample.GetComponent <SceneObject>().DestroySceneObj(); } }
// Use this for initialization void Start() { sampleSpring = sample.gameObject.AddComponent <SpringJoint>(); sampleSpring.anchor = sample.transform.InverseTransformPoint(this.transform.position); sampleSpring.maxDistance = 0.01f; sampleOldDrag = sample.GetComponent <Rigidbody>().drag; }
void FulfilTest() { //can use layer mask here (probably should) Collider[] hits = Physics.OverlapSphere(outZone.position, castRadius); foreach (Collider hit in hits) { SampleBehaviour sample = hit.GetComponent <SampleBehaviour>(); if (sample != null) { Sample hold = tester.TestSample(sample.sample); if (hold != null) { sample.GetComponent <SceneObject>().DestroySceneObj(); SampleBehaviour.SpawnInWorld(hold, outZone.position); } } } }
public void DestroySample() { if (inSample != null) { hold = tester.TestSample(inSample.sample); //TEMP if (inSample.id == 3) { TempTasksManager.instance.UpdateCurrentTask(3); } // inSample.GetComponent <SceneObject>().DestroySceneObj(); foreach (ParticleSystem system in particles) { system.Play(); } } }
// Update is called once per frame public void Tick(float delta) { //Input lock if (input.inputOn) { //Interaction Cast RaycastHit hitt; interactRay = new Ray(camera.camInstance.transform.position, camera.camInstance.transform.forward); if (Physics.Raycast(interactRay, out hitt, interactRange, LayerMask.GetMask("Interactable"))) { IInteractable obj = hitt.collider.GetComponent <IInteractable>(); if (obj != null) { //Hovering on interactables if (obj == hitLastFrame) { obj.OnHover(); } else { obj.OnHoverEnter(); if (hitLastFrame != null) { hitLastFrame.OnHoverExit(); hitLastFrame = null; } } //Interaction on interactables if (Input.GetKeyDown(input.Interact.key)) { obj.Interact(master); } else if (carrying) { if (input.Pocket.Down) { SampleBehaviour sampleIn = hitt.collider.GetComponent <SampleBehaviour>(); if (sampleIn != null) { //Add sample to inv if possible then destroy if (inv.AddSample(sampleIn.sample)) { sampleIn.GetComponent <SceneObject>().DestroySceneObj(); //Object.Destroy(hitt.collider.gameObject); carrying = false; } } } } hitLastFrame = obj; } else if (hitLastFrame != null) { Cleanup(); } } else if (hitLastFrame != null) { Cleanup(); } } }