private void OnTriggerStay(Collider other) { Debug.Log("object collision"); player = GameObject.FindGameObjectWithTag("Player"); if (other.gameObject.Equals(player)) { Debug.Log("Player collision"); PlayerInputScript playerScript = player.GetComponent <PlayerInputScript>(); if (playerScript.isAnActionQueued()) { Debug.Log("Action queued"); GameObject queuedObject = playerScript.getQueuedActionObject(); if (queuedObject.Equals(transform.parent.gameObject)) { playerScript.stopMovement(); // TODO: make player look at parent object InteractableObjectScript.InteractionType interaction = playerScript.getQueuedActionType(); playerScript.setQueuedAction(null, InteractableObjectScript.InteractionType.Examine); // reset queued action to stop this function running indefinitely if (interaction == InteractableObjectScript.InteractionType.Combine) { if (!GameManagerScript.gameManager.combineActors(playerScript.combiningItem, transform.parent.GetComponent <InteractableObjectScript>())) { GameManagerScript.gameManager.conversationUI.GetComponent <ConversationScript>().showConversation(GameManagerScript.gameManager.failedItemCombinationConversationData); //player.GetComponent<PlayerInputScript>().enableExamineObjectText("I can't combine those..."); } } else if (interaction == InteractableObjectScript.InteractionType.GoTo) { LeaveSceneScript leaveSceneScript = queuedObject.GetComponent <LeaveSceneScript>(); if (leaveSceneScript.adjacentSceneName == "map_screen") { GameManagerScript.gameManager.openMapScreen(); } else { GameManagerScript.gameManager.fadeAndLoadScene(leaveSceneScript.adjacentSceneName); } } else { objectScript.doAction(interaction); } } } } }
public void setHighlightedWorldObjectToSceneExit(LeaveSceneScript sceneExit) { // if the mouse is over a UI element, they shouldn't be able to highlight objects beneath UI if (mouseOverUI) { return; } setHighlightedWorldObjectToNull(); highlightedSceneExit = sceneExit; UI_nameOfHighlightedObject.GetComponent <Text>().enabled = true; if (sceneExit.adjacentSceneName == "map_screen") { UI_nameOfHighlightedObject.GetComponent <Text>().text = "Leave"; } else { UI_nameOfHighlightedObject.GetComponent <Text>().text = "Go to " + sceneExit.adjacentSceneName; } UI_nameOfHighlightedObject.transform.position = new Vector3(Input.mousePosition.x, Input.mousePosition.y + 20, Input.mousePosition.z); }
public void stopHighlighingSceneExit() { UI_nameOfHighlightedObject.GetComponent <Text>().enabled = false; highlightedSceneExit = null; }