Пример #1
0
    // What to do when this item gets used.
    public override void Use()
    {
        staticNoise.volume = 0f;
        if (staticNoise == null)
        {
            print("fugg");
        }
        AudioSource.PlayClipAtPoint(sound2play, Camera.main.transform.position);

        GameObject bed = GameObject.Find("mattress_18");

        Destroy(bed.GetComponent <InteractiveBehaviour>());

        //InteractiveBehaviour behave = new InteractiveBehaviour ();

        bed.AddComponent <InteractiveBehaviour>(  );

        GameObject           bed2      = GameObject.Find("mattress_18");
        InteractiveBehaviour bedBehave = bed2.GetComponent <InteractiveBehaviour>();

        bedBehave.hint = "Go to sleep";
        print(bedBehave.hint + " :should of hinted");
        bedBehave.interactiveDescription = "yolo it";
        bedBehave.timeToDisplay          = 2.0f;


        DayOneSceneChange control = GameObject.FindGameObjectWithTag("controller").GetComponent <DayOneSceneChange>();

        control.levelComplete = true;
    }
Пример #2
0
    // Whenever the GUI redraws.
    void OnGUI()
    {
        // Raycast to check for interactive elements in front of you.
        Ray        ray = Camera.main.ScreenPointToRay(new Vector3(Screen.width / 2, Screen.height / 2, 0));
        RaycastHit hit;

        if (Physics.Raycast(ray, out hit))
        {
            if (interactive(hit.collider.tag) && hit.distance < range)
            {
                GameObject           obj = hit.collider.gameObject;
                InteractiveBehaviour ib  = obj.GetComponent <InteractiveBehaviour>();
                GUI.Label(new Rect(HINT_LEFT_OFFSET, Screen.height - HINT_BOTTOM_OFFSET, 300, 25), ib.hint);
            }
        }

        // Draw inventory.
        if (inventoryOpen)
        {
            for (int i = 0; i < NUM_ITEMS; i++)
            {
                // Compute position on screen to show item.
                Rect position = new Rect(LEFT_OFFSET + GAP * i + ITEM_WIDTH * i,
                                         Screen.height - ITEM_WIDTH - BOTTOM_OFFSET,
                                         ITEM_WIDTH, ITEM_WIDTH);

                // If there's an item in the slot get the content	.
                GUIContent content;
                if (Inventory[i] == null)
                {
                    content = new GUIContent();
                }
                else
                {
                    content = new GUIContent(string.Empty, Inventory[i].icon, Inventory[i].description);
                }

                // Make button, add listener.
                if (GUI.Button(position, content))
                {
                    if (Inventory[i] != null && Inventory[i].Usable())
                    {
                        Inventory[i].Use();
                        if (Inventory[i].Consumable())
                        {
                            Inventory[i] = null;
                        }
                    }
                }
            }

            // Display currently seleted tooltip (this is "GUI.tooltip").
            GUI.Label(new Rect(TOOLTIP_LEFT_OFFSET,
                               Screen.height - TOOLTIP_BOTTOM_OFFSET - 15,
                               InventoryWidth(),
                               60), GUI.tooltip);
        }

        // Display current interactive display.
        if (interactiveDisplay != string.Empty)
        {
            // Check whether the display should be removed.
            float timeNow = Time.time;
            if (timeNow - timeStarted > timeToDisplay + FADEOUT)
            {
                interactiveDisplay = string.Empty;
            }

            // Display current interactive text.
            // Fade out if need be.
            else
            {
                // Position of interactive text.
                Rect position = new Rect(INTERACTIVE_LEFT_OFFSET,
                                         Screen.height - INTERACTIVE_BOTTOM_OFFSET - 15,
                                         InventoryWidth(), 60);

                // Set alpha based on time to fadeout.
                // Inject f : (0,FADEOUT) -> (0,1)
                // The input x is the amount of time of FADEOUT elapsed.
                float x     = (timeToDisplay + FADEOUT) - (timeNow - timeStarted);
                float alpha = x / FADEOUT;

                float r = GUI.color.r;
                float g = GUI.color.g;
                float b = GUI.color.b;
                GUI.color = new Color(r, g, b, alpha);
                GUI.Label(position, interactiveDisplay);
                GUI.color = new Color(r, g, b, 1);
            }
        }
    }
Пример #3
0
    // Update is called once per frame
    void Update()
    {
        if (Input.GetKeyDown(KeyCode.E))
        {
            Ray        ray = Camera.main.ScreenPointToRay(new Vector3(Screen.width / 2, Screen.height / 2, 0));
            RaycastHit hit;

            if (Physics.Raycast(ray, out hit))
            {
                /*
                 * Debug.Log ("Name = " + hit.collider.name);
                 * Debug.Log ("Tag = " + hit.collider.tag);
                 * Debug.Log ("Hit Point = " + hit.point);
                 * Debug.Log ("Object position = " + hit.collider.gameObject.transform.position);
                 * Debug.Log ("--------------");
                 */


                if (hit.collider.tag == "torch" && hit.distance < 6)
                {
                    Destroy(hit.collider.gameObject);
                    GameObject[] torches = GameObject.FindGameObjectsWithTag("flashlight");
                    //GameObject torch= GameObject.FindGameObjectWithTag("flashlight");



                    if (torches != null)
                    {
                        foreach (GameObject torch in torches)
                        {
                            Light light = torch.GetComponent <Light>();
                            light.enabled = !light.enabled;
                        }

                        //	Light light = torch.GetComponent<Light>();
                        //	Light light2 = light.GetComponent<Light>();
                        //	light.enabled = !light.enabled;
                        //	light2.enabled = !light2.enabled;
                    }
                }


                if (hit.collider.tag.Equals("door"))
                {
                    door door = hit.collider.gameObject.GetComponent <door>();
                    door.OpenClose();
                }

                if (hit.collider.tag.Equals("pillow") && hit.distance < 6)
                {
                    controller.changeScene();
                }
                if (hit.collider.tag.Equals("pillow2") && hit.distance < 6)
                {
                    controller2.changeScene();
                }

                /*
                 * >>>>>>> bc478438df0cf479507b8d3515e93010d6e5bed2
                 * if(hit.collider.tag.Equals("switch") && hit.distance < range){
                 *
                 *      InteractiveLight light = hit.collider.gameObject.
                 *      LightSwitch light = hit.collider.gameObject.GetComponent<LightSwitch>();
                 *      light.clicked();
                 *
                 * }
                 */

                if (interactive(hit.collider.tag) && hit.distance < range)
                {
                    GameObject           obj = hit.collider.gameObject;
                    InteractiveBehaviour ib  = obj.GetComponent <InteractiveBehaviour>();
                    InventoryGUI.SetInteractiveDisplay(ib.interactiveDescription, ib.timeToDisplay);
                    Debug.Log("inteact");
                    ib.exec();
                }

                if (pickupable(hit.collider.tag) && hit.distance < range)
                {
                    GameObject    obj  = hit.collider.gameObject;
                    ItemBehaviour item = obj.GetComponent <ItemBehaviour>();

                    // Attempt to pick up item. If successful, remove item from game world.
                    // Play pick-up sound.

                    if (InventoryGUI.hasSpace())
                    {
                        InventoryGUI.addItem(item);
                        AudioSource.PlayClipAtPoint(pickupSound, Camera.main.transform.position);
                        Destroy(obj);
                    }
                }
            }
        }
    }