// Start is called before the first frame update void Start() { Switch1image = Switch1.GetComponent <SpriteRenderer>(); Switch2image = Switch2.GetComponent <SpriteRenderer>(); Switch3image = Switch3.GetComponent <SpriteRenderer>(); Switch4image = Switch4.GetComponent <SpriteRenderer>(); Switch5image = Switch5.GetComponent <SpriteRenderer>(); Switch6image = Switch6.GetComponent <SpriteRenderer>(); Switch7image = Switch7.GetComponent <SpriteRenderer>(); Switch8image = Switch8.GetComponent <SpriteRenderer>(); Switch1OnOff = Switch1.GetComponent <LeverActivate>(); Switch2OnOff = Switch2.GetComponent <LeverActivate>(); Switch3OnOff = Switch3.GetComponent <LeverActivate>(); Switch4OnOff = Switch4.GetComponent <LeverActivate>(); Switch5OnOff = Switch5.GetComponent <LeverActivate>(); Switch6OnOff = Switch6.GetComponent <LeverActivate>(); Switch7OnOff = Switch7.GetComponent <LeverActivate>(); Switch8OnOff = Switch8.GetComponent <LeverActivate>(); Switch1active = false; Switch2active = false; Switch3active = false; Switch4active = false; Switch5active = false; Switch6active = false; Switch7active = false; Switch8active = false; states = 0; }
// Start is called before the first frame update void Start() { //initiallize anything not dopped in from Unity Switch1move = Switch1.GetComponent <Transform>(); Switch2move = Switch2.GetComponent <Transform>(); Switch3move = Switch3.GetComponent <Transform>(); Switch4move = Switch4.GetComponent <Transform>(); Switch1image = Switch1.GetComponent <SpriteRenderer>(); Switch2image = Switch2.GetComponent <SpriteRenderer>(); Switch3image = Switch3.GetComponent <SpriteRenderer>(); Switch4image = Switch4.GetComponent <SpriteRenderer>(); Switch1OnOff = Switch1.GetComponent <LeverActivate>(); Switch2OnOff = Switch2.GetComponent <LeverActivate>(); Switch3OnOff = Switch3.GetComponent <LeverActivate>(); Switch4OnOff = Switch4.GetComponent <LeverActivate>(); Switch1active = false; Switch2active = false; Switch3active = false; Switch4active = false; states = 0; }
// Start is called before the first frame update void Start() { Switch1image = Switch1.GetComponent <SpriteRenderer>(); Switch2image = Switch2.GetComponent <SpriteRenderer>(); Switch3image = Switch3.GetComponent <SpriteRenderer>(); Switch1OnOff = Switch1.GetComponent <LeverActivate>(); Switch2OnOff = Switch2.GetComponent <LeverActivate>(); Switch3OnOff = Switch3.GetComponent <LeverActivate>(); Switch1active = false; Switch2active = false; Switch3active = false; states = 0; }
// Update is called once per frame void Update() { RaycastHit interactInfoRay; bool centerRay = Physics.Raycast(playerCam.transform.position, playerCam.transform.forward, out interactInfoRay, interactRange); if (centerRay) { if (interactInfoRay.transform.name.Contains("Lever")) { interactText.text = "Lever"; } else if (interactInfoRay.transform.name.Contains("FirePotionPickup")) { interactText.text = "Fire Potion"; } else if (interactInfoRay.transform.name.Contains("CheckpointTable")) { interactText.text = "Check Point Table"; } else if (interactInfoRay.transform.name.Contains("chest_epic_gems")) { interactText.text = "Treasure Chest"; } else if (interactInfoRay.transform.name.Contains("Big O' Bottle O' Spicy Sauce")) { interactText.text = "Big O' Bottle O' Spicy Sauce"; } else if (interactInfoRay.transform.name.Contains("Timmy")) { interactText.text = "Timmy"; } } else { interactText.text = ""; } if (Input.GetButtonDown("Fire2") && centerRay) { LeverActivate lever = interactInfoRay.collider.GetComponent <LeverActivate>(); if (lever) { lever.ActivateLever(); playerAnim.SetTrigger("ActivateObject"); } CheckPoint cp = interactInfoRay.collider.GetComponent <CheckPoint>(); if (cp) { cp.checkpoint(); playerAnim.SetTrigger("ActivateObject"); } PotionPickup potPickup = interactInfoRay.collider.GetComponent <PotionPickup>(); if (potPickup) { potPickup.pickupPotion(); playerAnim.SetTrigger("ActivateObject"); sounds[1].Play(); } ChestInteract treasureChest = interactInfoRay.collider.GetComponentInParent <ChestInteract>(); if (treasureChest) { treasureChest.openChest(); playerAnim.SetTrigger("ActivateObject"); } } }