// Update is called once per frame void Update() { if(transition.blockMoney) return; if(placingItems && !waitingForInventory && openDelay > openDelayTime && Input.GetButtonDown ("Back")){ EndPlacement (); } if(placingItems && !waitingForInventory){ openDelay += Time.deltaTime; if(input.tickUp){ currentPosition.Deselect (); currentPosition = currentPosition.up.GetComponent<ItemPositionScript>(); currentPosition.Select (); } if(input.tickDown){ currentPosition.Deselect (); currentPosition = currentPosition.down.GetComponent<ItemPositionScript>(); currentPosition.Select (); } if(input.tickLeft){ currentPosition.Deselect (); currentPosition = currentPosition.left.GetComponent<ItemPositionScript>(); currentPosition.Select (); } if(input.tickRight){ currentPosition.Deselect (); currentPosition = currentPosition.right.GetComponent<ItemPositionScript>(); currentPosition.Select (); } if(openDelay > openDelayTime && Input.GetButtonDown ("Select")){ waitingForInventory = true; inventory.GetItem ("position", gameObject); } } }
public void SetPosition(ItemPositionScript p) { pos = p; transform.position = p.transform.position; }
// Use this for initialization void Start() { transition = GameObject.FindGameObjectWithTag("Transition").GetComponent<TransitionScript>(); eventManager = GameObject.FindGameObjectWithTag("EventManager").GetComponent<EventManagerScript>(); input = GameObject.Find ("EventManager").GetComponent<InputManagerScript>(); inventory = GameObject.Find ("EventManager").GetComponent<InventoryScript>(); currentPosition = start.GetComponent<ItemPositionScript>(); positions = new ItemPositionScript[transform.childCount]; for(int i = 0; i < transform.childCount; i++){ positions[i] = transform.GetChild (i).GetComponent<ItemPositionScript>(); } }
public void RemovePosition() { pos = null; transform.position = new Vector3(999f, 999f, 999f); }