Пример #1
0
    void OnTriggerEnter(Collider other)
    {
        if (other.tag == "Player")
        {
            AudioSource.PlayClipAtPoint(pickupClip, transform.position);
            SimpleData.WriteStringToFile("pickups.txt", Time.time + ",PICKUP," + pickupName);
            switch (type)
            {
            case PickupType.Item:
                // Add the item and update the tokens.
                InventoryController.Add(this, 1);
                InventoryController.ConvertInventoryToTokens();
                // Object still needs to exist for the icon to work.
                // Silly, but let's just shove it into a corner and forget about it.
                // Also parents to the scene manager object so it rejects deletion as much as possible.
                transform.position = new Vector3(-1000f, -1000f, -1000f);
                LoadUtils.IconParenter(this.gameObject);
                break;

            case PickupType.Battery:
                BatterySystem.AddPower(2);
                BatterySystem.PowerToTokens();
                RespawnBattery();
                break;

            case PickupType.Clue:
                CluePopulator.AddClue(pickupName, clueSprite);
                ConversationTrigger.AddToken("clue_" + pickupName);
                Destroy(gameObject);
                break;
            }
            if (autoDelete)
            {
                ConversationTrigger.AddToken("autodelete_" + pickupName);
            }
        }
    }
Пример #2
0
    void OnTriggerEnter(Collider other)
    {
        if (other.tag == "Player")
        {
            Pickup.clip = pickupSound;
            Pickup.Play();

            if (WindChimes != null && PartsSounds != null)
            {
                PartsSounds.Stop();
            }
            SimpleData.WriteDataPoint("Pickup_Item", "", "", "", "", pickupName);
            //if(!levelResetter.hasTaggedFirstPart())
            //{
            //    levelResetter.setTaggedFirstPart(true);

            //    levelResetter.startCountdown();
            //}
            //SimpleData.WriteStringToFile("pickups.txt", Time.time + ",PICKUP," + pickupName);
            ParticleSystem            ps     = GetComponent <ParticleSystem>();
            ParticleSystem.MainModule psMain = GetComponent <ParticleSystem>().main;
            switch (type)
            {
            case PickupType.Item:
                // Add the item and update the tokens.
                InventoryController.Add(this, 1);
                InventoryController.ConvertInventoryToTokens();

                // Poke the build button so it can check if it needs to update.
                //BuildButton.CheckRecipes();

                if (gameObject.tag.Equals("rocketBoots"))
                {
                    ConversationTrigger.AddToken("picked_up_a_boots_piece");
                    levelResetter.setWhatToBuild("rocketBoots");
                }
                if (gameObject.tag.Equals("sledgehammer"))
                {
                    ConversationTrigger.AddToken("picked_up_a_sledge_piece");
                    levelResetter.setWhatToBuild("sledgehammer");
                }
                if (pickupName.Contains("Key1"))
                {
                    ConversationTrigger.AddToken("picked_up_a_key1_piece");
                }
                if (pickupName.Contains("FFA"))
                {
                    ConversationTrigger.AddToken("picked_up_a_ffa_piece");
                }

                // Object still needs to exist for the icon to work.
                // Silly, but let's just shove it into a corner and forget about it.
                // Also parents to the scene manager object so it rejects deletion as much as possible.
                transform.position = new Vector3(-1000f, -1000f, -1000f);

                //turn aura green and disable pickup trigger if already picked up
                //this.GetComponent<Collider>().enabled = false;
                //psMain.startColor = new Color(0f, 255f, 0f, 255f);

                LoadUtils.IconParenter(this.gameObject);

                // inc count of item parts and check if done collecting
                partCounterObj.GetComponent <PartCounter>().incParts();

                break;

            case PickupType.Battery:

                ConversationTrigger.AddToken("picked_up_a_battery");

                // inc count of battery parts and check if done collecting
                // make sure battery parts UI elements are enabled (won't be for every first battery part pickup)

                partCounterObj.GetComponent <BatteryCounter>().incParts();
                transform.position = new Vector3(-1000f, -1000f, -1000f);

                //RespawnBattery();
                //this.GetComponent<Collider>().enabled = false;
                //psMain.startColor = new Color(0f, 255f, 0f, 255f);
                break;

            case PickupType.Clue:
                CluePopulator.AddClue(pickupName, clueSprite);
                ConversationTrigger.AddToken("clue_" + pickupName);
                ConversationTrigger.AddToken("picked_up_a_clue");
                Destroy(gameObject);
                break;

            case PickupType.Fuser:
                transform.position = new Vector3(-1000f, -1000f, -1000f);
                ConversationTrigger.AddToken("pickedUpFuser");
                // gross might have to fix this at some point
                GameObject.FindWithTag("Player").GetComponent <Fuser>().ActivateFuserFirstLook();

                break;
            }
            if (autoDelete)
            {
                ConversationTrigger.AddToken("autodelete_" + pickupName);
            }
        }
    }