Пример #1
0
 private void closeChest()
 {
     chestGUI.SetActive(false);
     close          = false;
     open           = false;
     wantToOpen     = false;
     lastChestOpen  = null;
     Time.timeScale = 1f;
 }
Пример #2
0
    void Start()
    {
        audioPlayer   = GetComponent <AudioSource>();
        chestCollider = FindObjectOfType <ChestCollider>();
        animation     = GetComponent <Animation>();
        key           = FindObjectOfType <KeyCollider>();

        gunFound     = false;
        isChestOpen  = false;
        isActive     = false;
        triedOpening = false;
    }
Пример #3
0
 void FixedUpdate()
 {
     // RaycastHit check;
     // if(Physics.SphereCast(playerCam.ViewportToWorldPoint(new Vector3(0.5f, 0.5f, playerCam.nearClipPlane)), 1, playerCam.ScreenPointToRay(new Vector3(Screen.width/2, Screen.height/2, 0)).direction, out check, 5)) {
     //     if(!check.collider.gameObject.GetComponent<ChestCollider>()) {
     //         closeChest();
     //     }
     // }
     if (close)
     {
         closeChest();
     }
     else if (open && wantToOpen)
     {
         if (points >= 500)
         {
             points -= 500;
             gameObject.GetComponentInChildren <PlayerWeapon>().equipWeapon(lastChestOpen.getWeaponInfo());
             lastChestOpen.takeWeapon();
             closeChest();
         }
     }
     else if (wantToOpen)
     {
         wantToOpen = false;
         RaycastHit hit;
         if (Physics.SphereCast(playerCam.ViewportToWorldPoint(new Vector3(0.5f, 0.5f, playerCam.nearClipPlane)), 1, playerCam.ScreenPointToRay(new Vector3(Screen.width / 2, Screen.height / 2, 0)).direction, out hit, 5))
         {
             ChestCollider chestHit = hit.collider.gameObject.GetComponent <ChestCollider>();
             if (chestHit != null)
             {
                 Time.timeScale = 0.1f;
                 lastChestOpen  = chestHit;
                 Weapon info = chestHit.getWeaponInfo();
                 chestGUI.SetActive(true);
                 chestGUI.GetComponent <DisplayChest>().passWeapon(gameObject.GetComponentInChildren <PlayerWeapon>().equipped, info);
                 open = true;
             }
         }
     }
 }