Interact() публичный абстрактный Метод

public abstract Interact ( ) : void
Результат void
Пример #1
0
    // Update is called once per frame
    void FixedUpdate()
    {
        RaycastHit objHit;
        bool       hit = Physics.Raycast(transform.position, transform.forward, out objHit);

        if (hit)
        {
            if (objHit.distance > interactionDistance)
            {
                NoticeObject("object is to far away to interact!");
                return;
            }
            Interactive interaction = objHit.transform.gameObject.GetComponent <Interactive>();
            if (interaction == null)
            {
                NoticeObject("object is not interactive!");
            }
            else if (Input.GetMouseButtonDown(0))
            {
                interaction.Interact();
            }
            else
            {
                NoticeObject("Click to interact!");
            }
        }
        else
        {
            Debug.Log("no ray hits!");
            NotificationManager.inst.RemoveNotification(notifKey);
        }
    }
Пример #2
0
    bool Interact()
    {
        Interactive[] interactive = FindObjectsOfType <Interactive>();

        Interactive nearestWithInteraction = null;
        float       nearestDistSq          = ActivateDistance;

        foreach (Interactive candidate in interactive)
        {
            if (candidate.HasValidInteraction(this))
            {
                Vector3 toCandidate = candidate.transform.position - transform.position;
                float   distSq      = toCandidate.sqrMagnitude;
                if (distSq < nearestDistSq)
                {
                    nearestWithInteraction = candidate;
                    nearestDistSq          = distSq;
                }
            }
        }

        if (nearestWithInteraction)
        {
            nearestWithInteraction.Interact(this);
            return(true);
        }

        return(false);
    }
 // Update is called once per frame
 void Update()
 {
     if (Input.GetKeyUp(triggerButton))
     {
         target.Interact();
     }
 }
Пример #4
0
 public void BeforeHook()
 {
     if (beforeHook != null)
     {
         beforeHook.Interact();
     }
 }
 // Update is called once per frame
 void Update()
 {
     if (test)
     {
         Interactive interactive = GetComponent <Interactive>();
         interactive.Interact();
         test = false;
     }
 }
Пример #6
0
 public void InteractWithTarget()
 {
     if (Input.GetButtonDown("Interact"))
     {
         if (focus != null)
         {
             focus.Interact(this);
         }
     }
 }
Пример #7
0
    private IEnumerator Interact()
    {
        //_controls.Main.Interact.Disable();

        print("You interacted!");
        yield return(null);

        var waitTime = activeInteractive.Interact(this);

        DisableInteract();
        yield return(waitTime);

        print("You can interact again.");
        _controls.Main.Interact.Enable();
    }
    /// <summary>
    ///
    /// </summary>
    /// <param name="playerInput"></param>
    /// <returns></returns>
    public override NewState InputHandle(PlayerInput playerInput)
    {
        if (Input.GetButtonDown(playerInput.up))
        {
            if (interactiveObj != null)
            {
                interactiveObj.Interact(gameObject);
            }
            else
            {
                Debug.Log("No interactive object.");
            }
        }

        return(base.InputHandle(playerInput));
    }
Пример #9
0
    void UpdateInput()
    {
        controller.Jump(Input.GetButton("Jump"));

        float h = Input.GetAxis("Horizontal");
        float v = Input.GetAxis("Vertical");

        controller.Move(new Vector2(h, v));

        if (Input.GetButtonDown("Fire2"))
        {
            if (interactive != null)
            {
                interactive.Interact(this);
            }
        }
    }
    private IEnumerator PushBook()
    {
        _coroutineAllowed = false;

        _book.Interact();
        _book.isActive = false;

        yield return(new WaitForSeconds(2));

        _coroutineAllowed = true;
        _book.isActive    = true;

        _statuePosition += 1;

        if (_statuePosition > 4)
        {
            _statuePosition = 1;
        }

        Pushed(name, _statuePosition);
    }
    void Update()
    {
        Cursor.visible = false;
        if (!gameOver)
        {
            if (activeGun.isInputForShooting() && activeGun.HasBullets() && !activeGun.isReloading())
            {
                activeGun.ManageShootBullets();
                activeGun.UpdateBulletCount();
            }

            if ((Input.GetKeyDown(ReloadKey) && !activeGun.isReloading() && !activeGun.IsFullyCharged()) ||
                !activeGun.HasBullets())
            {
                activeGun.Reload();
                activeGun.UpdateBulletCount();
            }

            if (Input.GetKeyDown(CarryFirstGunKey))
            {
                activeGun.gameObject.SetActive(false);
                activeGun = guns [0];
                activeGun.gameObject.SetActive(true);
                activeGun.UpdateBulletCount();
            }

            if (Input.GetKeyDown(CarrySecondGunKey))
            {
                activeGun.gameObject.SetActive(false);
                activeGun = guns [1];
                activeGun.gameObject.SetActive(true);
                activeGun.UpdateBulletCount();
            }

            if (Input.GetKeyDown(InteractKey) && HasInteractiveObject())
            {
                interactiveObject.Interact();
            }
        }
    }
    public override void HandleInput()
    {
        if (stateMachine.inputManager.actionInteract.triggered)
        {
            Interactive interactive = interactiveIdentifier.PeekMostRelevantInteractive();

            if (interactive != null)
            {
                System.Type interactiveType = interactive.GetType();
                if (interactiveType == typeof(LiftableObject))
                {
                    interactiveIdentifier.PopMostrelevantInteractive();
                    interactive.Interact();
                    objectManipulator.LiftObject(interactive.gameObject);
                    base.stateMachine.ChangeState(typeof(PlayerLiftingState));
                }
                else if (interactiveType.IsSubclassOf(typeof(Activator)) && interactiveType != typeof(GroundButton) &&
                         !interactive.CompareTag("Receptor"))
                {
                    interactive.Interact();
                }
                else if (interactiveType == typeof(PushableObject))
                {
                    interactive.Interact();
                    objectManipulator.GrabObject(interactive.gameObject);
                    base.stateMachine.ChangeState(typeof(PlayerDraggingState));
                    interactiveIdentifier.SetInteractPopupShowState(false);
                }
                else if (interactiveType == typeof(InteractiveDoor) ||
                         interactiveType == typeof(ItemContainer) ||
                         interactiveType == typeof(Guardian))
                {
                    interactive.Interact(transform.parent.gameObject);
                    interactiveIdentifier.SetInteractPopupShowState(false);
                    interactiveIdentifier.PopMostrelevantInteractive();
                }
                else if (interactiveType == typeof(InteractiveShield))
                {
                    interactive.Interact(transform.parent.gameObject);
                    interactiveIdentifier.SetInteractPopupShowState(false);
                }
            }
        }
        else if (stateMachine.inputManager.actionAttack1.triggered)
        {
            if (holdAttackCheckCoroutine == null)
            {
                holdAttackCheckCoroutine = StartCoroutine(CheckForAttackHoldInput());
            }
            else
            {
                StopCoroutine(holdAttackCheckCoroutine);
                holdAttackCheckCoroutine = StartCoroutine(CheckForAttackHoldInput());
            }
            stateMachine.inputManager.actionAttack1.canceled += StopCheckForAttackHoldInputCoroutine;
        }
        else if (stateMachine.inputManager.actionDefend.triggered && canDefend)
        {
            stateMachine.ChangeState(typeof(PlayerDefendingState));
        }
    }