void CallResetShot() //Calls the reenable function for the respective shot after a hit { if (tag == "BluePortal") { ItemInputHandler.ResetShot(true, false); } else if (tag == "OrangePortal") { ItemInputHandler.ResetShot(false, true); } }
public static void ItemInteraction(bool ItemButtonPressed, bool ThrowButtonPressed) { if (PortalGunFound) { //Check if itembutton is pressed, the player is by an item and has nothing in his hand if (ItemButtonPressed && AtItem && !ItemInHandToggle) { FindObjectOfType <AudioManager>().PlayAt("ItemPickUp"); //The Object that the player is currently on gets set as child of the player and moved to the hand LastHit.gameObject.transform.position = ArmLocationStatic.transform.position; LastHit.transform.SetParent(ArmLocationStatic.gameObject.transform); //The phyics and the colliders are turned off for the item LastHit.GetComponent <Rigidbody2D>().isKinematic = true; LastHit.GetComponent <Rigidbody2D>().simulated = false; //The item gets saved in a non temporary variable ItemInHand = LastHit; ItemInHandToggle = true; //Enables the hitbox of the fire extinguisher if (ItemInHand.name == "FireExtinguisher") { ItemInHand.GetComponent <FireExt>().EnableFireExtHitbox(); } } //If the itembutton is pressed and an item is in the hand it will be dropped else if (ItemButtonPressed && ItemInHandToggle) { FindObjectOfType <AudioManager>().PlayAt("ItemDrop"); //Physics and colliders are turned back on ItemInHand.GetComponent <Rigidbody2D>().isKinematic = false; ItemInHand.GetComponent <Rigidbody2D>().simulated = true; //Item gets removed from player ItemInHand.transform.parent = null; ItemInHandToggle = false; } //If the trownbutton is pressed and an item is in the hand it will be thrown if (ThrowButtonPressed && ItemInHandToggle) { FindObjectOfType <AudioManager>().PlayAt("ItemThrow"); //Item gets removed from player ItemInHand.transform.parent = null; //Physics and collider are turned back on ItemInHand.GetComponent <Rigidbody2D>().isKinematic = false; ItemInHand.GetComponent <Rigidbody2D>().simulated = true; //Passes the object to the throwing/firing method ItemInputHandler.FireObject(ItemInHand, 500); ItemInHand = null; ItemInHandToggle = false; ItemInputHandler.ItemWasShot = true; } } }