// Update is called once per frame void Update() { RaycastHit hit; if (Physics.Raycast(mainCamera.transform.position, mainCamera.transform.position + mainCamera.transform.forward * 1000f, out hit, lootRange, mask)) { if (Input.GetKey(KeyCode.E)) { if (hit.transform.tag == "WeaponPickup") { int pickupWeaponNumber = hit.transform.GetComponent <PickupID>().whatWeapon; if (!weaponSwitch.inventory.Contains(pickupWeaponNumber)) { Destroy(hit.transform.gameObject); weaponSwitch.inventory.Add(pickupWeaponNumber); weaponSwitch.selectedInventorySlot = weaponSwitch.inventory.Count - 1; weaponSwitch.SelectWeapon(); } else { //Do denial effect } } } } }