示例#1
0
 // Use this for initialization
 void Start()
 {
     currentMode               = startMode;
     displayImage.material     = anonymousMaterial;
     typeDisplayImage.material = nullMaterial;
     audioSrc      = gameObject.AddComponent <AudioSource>();
     audioSrc.clip = soundEffect;
 }
示例#2
0
    // Update is called once per frame
    /// <summary>
    ///
    /// </summary>
    void Update()
    {
        if (currentMode == AnonymousInventoryMode.Start)
        {
            InitializeObjectLists();
            OverrideItemMaterials(anonymousMaterial);


            //Automatically move on to location/time
            currentMode = AnonymousInventoryMode.LocationTime;
        }
        else if (currentMode == AnonymousInventoryMode.LocationTime)
        {
            if (objectHeldList.Count == 0)
            {
                SetImageMaterial(displayImage, emptyMaterial);
            }
            else
            {
                SetImageMaterial(displayImage, anonymousMaterial);
            }
            if (DetectPlacedButtonRisingEdge())
            {
                if (!AttemptPerformPickup(DetectSelectionHit())) //No object is being picked up, drop the current item
                {
                    AttemptPlaceItem();
                }
            }
            if (InventoryIsEmpty() && DetectNextStateButtonRisingEdge())
            {
                currentMode = AnonymousInventoryMode.Rewind;
                ReinitializeInventoryForIdentifyPhase();
            }
        }
        else if (currentMode == AnonymousInventoryMode.Rewind)
        {
            if (time.time <= 0)
            {
                timeController.controlEnabled = true;
                currentMode = AnonymousInventoryMode.Identity;
            }
        }
        else if (currentMode == AnonymousInventoryMode.Identity)
        {
            UpdateEventType();
            UpdateInventoryState();
            if (DetectPlacedButtonRisingEdge())
            {
                AttemptAssignItem(DetectSelectionHit());
            }
        }
    }