Interact() публичный абстрактный Метод

public abstract Interact ( GameObject player ) : bool
player GameObject
Результат bool
Пример #1
0
    void Update()
    {
        Vector3 lookDir = Vector3.up * Input.GetAxis("Vertical");

        if (lookDir.y != 0)
        {
            LookingUp = lookDir.y >= 0;
            SetClosest();
        }

        if (Input.GetKeyDown(KeyCode.Alpha2))
        {
            interacting = true;
        }
        else if (Input.GetKeyUp(KeyCode.Alpha2))
        {
            interacting = false;
        }

        if (interacting && currentClosest != null)
        {
            gameObject.transform.parent.gameObject.GetComponent <Animator>().Play("Player-Cast");
            currentClosest.Interact(new MobileInput(InputTypes.PlantInteract, Vector3.zero));
            if (!currentClosest.Active)
            {
                inRangeInteractables.Remove(currentClosest);
                currentClosest.Dehighlight();
                currentClosest = null;
                SetClosest();
            }
        }
    }
Пример #2
0
    public override void DoInteractorCasterHit(CharacterActor characterActor, Direction direction, RaycastHit2D hit, Collider2D collider)
    {
        Interactable interactable = collider.GetComponentInParent <Interactable>();

        if (interactable)
        {
            switch (direction)
            {
            case Direction.Up:
                interactable.Interact(Direction.Down, characterActor.thisGameObject);
                break;

            case Direction.Down:
                interactable.Interact(Direction.Up, characterActor.thisGameObject);
                break;

            case Direction.Left:
                interactable.Interact(Direction.Right, characterActor.thisGameObject);
                break;

            case Direction.Right:
                interactable.Interact(Direction.Left, characterActor.thisGameObject);
                break;
            }
        }
    }
Пример #3
0
    void HandleInteraction(Interactable interactable)
    {
        KeyCode key = KeyCode.E;

        switch (interactable.interactionType)
        {
        case Interactable.InteractionType.Click:
            if (Input.GetKeyDown(key))
            {
                interactable.Interact();
            }
            break;

        case Interactable.InteractionType.Hold:
            if (Input.GetKey(key))
            {
                interactable.Interact();
            }
            break;

        case Interactable.InteractionType.Minigame:
            break;

        default:
            throw new System.Exception("Unsupported type of interactable.");
        }
    }
Пример #4
0
    public void InteractWithObject(Interactable interactable)
    {
        switch (interactable)
        {
        case DeadBody D:     //checks on player to see if interaction is valid
        {
            if (heldInteractable != null)
            {
                Debug.Log("Need to let go first: " + D.gameObject);
                return;
            }
            Debug.Log("Interact deadbody: " + D.gameObject);
            heldInteractable = D;
            //transform.LookAt(D.transform);
            interactable.Interact(gameObject);
            iScanner.RemoveInteractableFromList(heldInteractable);
            player.DraggingBody = true;
            break;
        }

        case Container C:     //checks on player to see if interaction is valid
        {
            if (C.ObjectInside != null)
            {
                Debug.Log("Container is full");
                return;
            }
            else if (heldInteractable != null)
            {
                heldInteractable.Interact(gameObject);
                interactable.Interact(heldInteractable.gameObject);
                heldInteractable    = null;
                player.DraggingBody = false;
            }
            else
            {
                Debug.Log("Entering " + C.gameObject);
                GetComponent <CharacterController>().enabled = false;
                interactable.Interact(gameObject);
                player.Hiding    = true;
                interactedBarrel = interactable;
            }
            break;
        }

        case BloodSuckTarget B:     //see if the object itself can validate interaction
        {
            interactable.Interact(gameObject);
            heldInteractable = B;
            transform.LookAt(interactable.transform);
            break;
        }

        default:
            break;
        }
    }
Пример #5
0
 public void Interact()
 {
     // Interact with the interactable closest to us
     if (closestInteractable != null && input.PlayerActionsEnabled)
     {
         closestInteractable.Interact(gameObject);
         closestInteractable = null;
     }
 }
Пример #6
0
 public void Pickup()
 {
     if (isInteracting &&
         interactable.interactableType == InteractableType.DroppedItem)
     {
         animator.SetTrigger("tr_pickup");
         interactable.Interact();
         interactable.CloseInfo();
         isInteracting = false;
     }
 }
Пример #7
0
 private void Update()
 {
     if (interactPermit && !isIteracting)
     {
         if (Input.GetKeyDown(KeyCode.F))
         {
             isIteracting = true;
         }
         currentInteractable.Interact();
     }
 }
Пример #8
0
 // NOTE: It is important that this happens in FixedUpdate, because it needs
 // to be in sync with LightAngler.
 void FixedUpdate()
 {
     if (numObjectsPressing > 0)
     {
         controled.Interact(interactionDirection);
     }
     else
     {
         controled.Interact(-interactionDirection);
     }
 }
Пример #9
0
        public override IEnumerator Behavior()
        {
            if (interactable == null)
            {
                yield break;
            }
            if (wait)
            {
                yield return(StartCoroutine(interactable.Interact(this)));

                yield break;
            }
            StartCoroutine(interactable.Interact(this));
        }
Пример #10
0
    // Update is called once per frame
    void Update()
    {
        Vector2 position   = rigidbody2D.position;
        float   horizontal = Input.GetAxis("Horizontal");
        float   vertical   = Input.GetAxis("Vertical");
        Vector2 move       = new Vector2(horizontal, vertical);

        position = position + move * speed * Time.deltaTime;
        rigidbody2D.MovePosition(position);


        if (!Mathf.Approximately(move.x, 0.0f) || !Mathf.Approximately(move.y, 0.0f))
        {
            lookDirection.Set(move.x, move.y);
            lookDirection.Normalize();
        }

        animator.SetFloat("Look X", lookDirection.x);
        animator.SetFloat("Look Y", lookDirection.y);
        animator.SetFloat("Speed", move.magnitude);

        if (Input.GetKeyDown(KeyCode.Z))
        {
            RaycastHit2D hit = Physics2D.Raycast(rigidbody2D.position + Vector2.up * 1.0f,
                                                 lookDirection, 1.0f, LayerMask.GetMask("Interactables"));
            if (hit.collider != null)
            {
                Interactable interactable = hit.collider.GetComponent <Interactable>();
                if (interactable != null)
                {
                    interactable.Interact();
                }
            }
        }
    }
Пример #11
0
        public void Interact()
        {
//            if ( interactables != null ) {
//                Point player = GameController.GetInstance().GetPlayer();
//
//                for ( int i = 0; i < interactables.Length; i++ ) {
//                    if ( interactables[i].InRange( player ) ) {
//                        interacted = interactables[i];
//                        break;
//                    }
//                }
//            }

            foreach (KeyValuePair <Point, Interactable> pair in Interactables)
            {
                Point player = GameController.Instance().GetPlayer();
                if (player != null)
                {
                    Point        pos   = pair.Key;
                    Interactable inter = pair.Value;

                    if (player.Equals(pos) || (inter.ActiveInRange == true && pos.IsNeighbour(player)))
                    {
                        inter.Interact();
                    }
                }
            }
        }
Пример #12
0
    private void FixedUpdate()
    {
        #region Interactable Region

        Ray        ray = Camera.main.ScreenPointToRay(new Vector2(Screen.width / 2, Screen.height / 2));
        RaycastHit hit;

        if (Physics.Raycast(ray, out hit, 2))
        {
            Interactable interactable = hit.collider.GetComponent <Interactable>();

            if (interactable != null)
            {
                if (!interactable.canvas.gameObject.activeInHierarchy)
                {
                    StartCoroutine(interactable.DisplayInfo(true, 1f));
                }

                if (Input.GetKeyDown(KeyCode.E))
                {
                    Cursor.lockState = CursorLockMode.None;
                    FocusOnObject(hit.transform, 10);
                    interactable.Interact();
                }
            }
        }

        #endregion
    }
Пример #13
0
    protected void Update()
    {
        if (EventSystem.current.IsPointerOverGameObject())
        {
            return;
        }

        if (Input.GetMouseButtonDown(0))
        {
            inputMousePos = Input.mousePosition;
            clickPosFar.x = inputMousePos.x;
            clickPosFar.y = inputMousePos.y;

            clickPosNear.x = inputMousePos.x;
            clickPosNear.y = inputMousePos.y;

            worldPointFar  = cam.ScreenToWorldPoint(clickPosFar);
            worldPointNear = cam.ScreenToWorldPoint(clickPosNear);

            Debug.DrawRay(worldPointFar, worldPointFar - worldPointNear, Color.green);

            if (Physics.Raycast(worldPointNear, worldPointFar - worldPointNear, out hitObject, maxCheckDistance, layerMask))
            {
                hitInteractable = hitObject.collider.GetComponent <Interactable>();
                if (hitInteractable != null)
                {
                    if ((transform.position - hitInteractable.transform.position).magnitude < hitInteractable.interactionRadius)
                    {
                        hitInteractable.Interact();
                        hitInteractable = null;
                    }
                }
            }
        }
    }
Пример #14
0
 void Update()
 {
     if (isTouchingInteractable && player.player_Input.IsKeyPressed(interactableRef.GetInputKey()))
     {
         interactableRef.Interact(player);
     }
 }
Пример #15
0
    private void OnUseButton(bool isDown)
    {
        if (!isDown)
        {
            return;
        }

        if (miniGame.enabled)
        {
            miniGame.ReceiveInput(false);
            return;
        }

        // Grab / Drop

        Interactable hoveredInteractable = hovered;

        if (hoveredInteractable != null)
        {
            if (holded != null)
            {
                hoveredInteractable.InteractWithItem(holded);
            }
            else
            {
                hoveredInteractable.Interact(this);
            }
        }
    }
Пример #16
0
    private void Interact()
    {
        if (rightHandEmpty)
        {
            RaycastHit hit;
            Physics.Raycast(camera.transform.position, camera.transform.forward, out hit, 10);

            if (hit.transform != null)
            {
                Interactable hitItem = hit.transform.gameObject.GetComponent <Interactable>();
                Debug.Log("hitItem = " + hitItem);

                if (hitItem != null)
                {
                    hitItem.Interact();
                    if (hitItem.isHoldItem)
                    {
                        rightHandEmpty = false;
                    }
                }
            }
        }
        else
        {
            GameObject child = rh.transform.GetChild(0).gameObject;
            Rigidbody  rb    = child.GetComponent <Rigidbody>();
            rb.AddForce(camera.transform.forward * 15, ForceMode.Impulse);
            child.transform.parent = null;
            rightHandEmpty         = true;
        }
    }
Пример #17
0
 private void Update()
 {
     if (focus != null && input.interactInput)
     {
         focus.Interact();
     }
 }
Пример #18
0
    // Update is called once per frame
    private void Update()
    {
        if (currentItem != null)
        {
            inRange = Vector3.Distance(currentItem.transform.position, GameManager.instance.GetPlayer().transform.position) < interactionRange;
        }
        else
        {
            inRange = false;
        }

        if (inRange || interactionText == "")
        {
            itemInteractionText.text = interactionText;
        }
        else
        {
            itemInteractionText.text = "OUT OF RANGE";
        }

        if (Input.GetMouseButtonUp(0) && inRange)
        {
            if (currentItem != null)
            {
                currentItem.Interact();
            }
        }
    }
 public void DoInteract()
 {
     if (targetFocus)
     {
         targetFocus.Interact();
     }
 }
Пример #20
0
    // Update is called once per frame
    void Update()
    {
        if (transform.position != Position)
        {
            // Check only after moving
            Position = transform.position;
            float        Range     = -1;
            Interactable NewTarget = null;

            foreach (Interactable i in Interactables)
            {
                float TempRange = (i.Position() - Position).magnitude;
                if (TempRange < Range || Range == -1)
                {
                    Range     = TempRange;
                    NewTarget = i;
                }
            }

            Target = NewTarget;

            if (Target)
            {
                Retarget();
            }
        }

        if (Input.GetButtonDown("Interact") && Target != null)
        {
            Target.Interact(Plr);
        }
    }
Пример #21
0
 // Update is called once per frame
 void Update()
 {
     if (targetInteractable != null && Input.GetKeyDown(KeyCode.E))
     {
         targetInteractable.Interact();
     }
 }
Пример #22
0
    // Update is called once per frame
    void Update()
    {
        RaycastHit hit;

        if (Physics.Raycast(transform.position, transform.forward, out hit, maxDistance))
        {
            Interactable interactable = hit.transform.GetComponent <Interactable>();
            if (interactable != null)
            {
                interactionText.text = interactable.GetInteractionText();
                interactionText.gameObject.SetActive(true);
                if (Input.GetKeyDown(KeyCode.E))
                {
                    interactable.Interact();
                }
            }
        }
        else
        {
            if (interactionText.gameObject.activeSelf)
            {
                interactionText.gameObject.SetActive(false);
            }
        }
    }
Пример #23
0
    // This is called when the nav mesh agent is very close to it's destination.
    private void Stopping(out float speed)
    {
        // Stop the nav mesh agent from moving the player.
        agent.isStopped = true;

        // Set the player's position to the destination.
        transform.position = destinationPosition;

        // Set the speed (which is what the animator will use) to zero.
        speed = 0f;

        // If the player is stopping at an interactable...
        if (currentInteractable)
        {
            // ... set the player's rotation to match the interactionLocation's.
            transform.rotation = currentInteractable.interactionLocation.rotation;

            // Interact with the interactable and then null it out so this interaction only happens once.
            currentInteractable.Interact();
            currentInteractable = null;

            // Start the WaitForInteraction coroutine so that input is ignored briefly.
            StartCoroutine(WaitForInteraction());
        }
    }
Пример #24
0
 // Called when the player tries to interact with something from the input system.
 private void OnInteract()
 {
     if (currentInteract != null)
     {
         currentInteract.Interact();
     }
 }
    void Update()
    {
        if (Input.GetKey(KeyCode.D) || Input.GetKey(KeyCode.A))
        {
            if (!m_animator.GetCurrentAnimatorStateInfo(0).IsName("Walk"))
            {
                m_animator.Play("Walk");
            }
        }
        else
        {
            if (!m_animator.GetCurrentAnimatorStateInfo(0).IsName("Idle"))
            {
                m_animator.Play("Idle");
                m_walkIndex = 0;
            }
        }

        if (Input.GetKeyDown(KeyCode.F))
        {
            if (m_currentInteractable != null)
            {
                m_currentInteractable.Interact();
                SFXManager.Instance.PlaySound(m_interact);
            }
        }
    }
    void Interact(Interactable target)
    {
        // do some stupid thing with things that are connected

        Item returnedItem = target.Interact(heldItem);

        if (!returnedItem)
        {
            RemoveItem();
            //item was taken, nothing returned
        }
        else if (returnedItem == heldItem)
        {
            //item was not taken
        }
        else if (returnedItem != heldItem)
        {
            //item was taken and new item given

            if (heldItem)
            {
                RemoveItem();
            }

            AddItem(returnedItem);
        }
    }
    private void Update()
    {
        if (!_canInteract)
        {
            return;
        }
        Ray ray = new Ray(transform.position, transform.forward);

        RaycastHit[] hits = Physics.RaycastAll(ray, 1.25f);
        interactiveTextObject.SetActive(false);

        foreach (RaycastHit hit in hits)
        {
            Interactable interactable = hit.transform.GetComponent <Interactable>();
            if (interactable != null && interactable.canInteract)
            {
                interactiveTextObject.SetActive(true);
                interactiveText.text = interactable.description;
                if (Input.GetMouseButtonDown(0))
                {
                    interactable.Interact();
                }
                break;
            }
        }
    }
Пример #28
0
    private bool interact()
    {
        Vector2 start     = transform.position;
        Vector2 end       = start + getInteractDirection() * interactDistance;
        int     layerMask = 1 << interactableLayerMask;

        RaycastHit2D[] hitObjects = Physics2D.LinecastAll(start, end, layerMask);

        if (hitObjects.Length > 0)
        {
            // Get all objects in front of the player with the layerMask
            foreach (RaycastHit2D hit in hitObjects)
            {
                // Get the first hit object in the list which has an Interactable script and interact with it
                Interactable hitInteractable = hit.transform.GetComponent <Interactable>();

                if (hitInteractable)
                {
                    hitInteractable.Interact();
                    return(true);
                }
            }
        }
        return(false);
    }
Пример #29
0
 void OnMouseUp()
 {
     if (interactable != null && interactable.enabled)
     {
         interactable.Interact();
     }
 }
Пример #30
0
    public void OnPointerUp(PointerEventData eventData)
    {
        bool itemsSuccessfulyUsedForInteraction = false;

        Interactable interactable = Interactable.GetInteractableAtMousePosition();

        if (interactable)
        {
            ItemSlot itemSlot = eventData.pointerPress.GetComponentInChildren <ItemSlot>();//pointerPress vs pointerDrag?
            if (itemSlot && itemSlot.Item)
            {
                itemsSuccessfulyUsedForInteraction = interactable.Interact(itemSlot.Item);
            }
        }

        if (itemsSuccessfulyUsedForInteraction && Item.DestroyOnSuccessfulUse)
        {
            RemoveItem();
        }

        StopDragItem();
        if (Item)
        {
            _imageElementForItem.enabled = true;
        }
    }
Пример #31
0
    public void ClickAndInteract()
    {
        ClearNav();
        if (canClick)
        {
            //clear previous data

            Ray ray = new Ray(camOrigin.position, camOrigin.forward);
            RaycastHit hit;

            if (Physics.Raycast(ray, out hit, 100, PointingLayers))
            {
                //check that the target is interactable
                if (hit.collider.gameObject.GetComponent<Interactable>())
                {
                    interactionTarget = hit.transform.GetComponent<Interactable>();
                    Vector3 nearestSpot = interactionTarget.NearestSpot(movedChar.transform);
                    //see if the character is close enough. If too far, approach the target and set an interaction to trigger
                    if (Vector3.Distance(movedChar.transform.position, nearestSpot) <= interactionDistance)
                    {
                        interactionTarget.Interact();
                        lookIK.SetIKTarget(interactionTarget.transform.position);
                    }
                    else
                    {
                        //walk to the target and then interact with it
                        approachingTarget = true;
                        SetPath(nearestSpot);
                        lookIK.SetIKTarget(interactionTarget.transform.position);
                    }

                }
                else
                {
                    //indicator that nothing there can be interacted with
                    //some sort of dialogue like "it's nothing special"
                }
            }
        }
    }