// Update is called once per frame void OnMouseDown() { if (hasKey) { if (isSmashed) { i.displayMessage("You picked up a nightstand key!"); Inventory.main.Set(ItemType.nightStandKey, true); hasKey = false; } else if (Inventory.main.selectedItem == ItemType.hammer) { isSmashed = true; i.displayMessage("You smashed the glass!"); } else if (Inventory.main.selectedItem != ItemType.empty) { i.displayMessage("You cant use that here!"); } else { i.displayMessage("Something rattles behind the glass..."); } } }
// Update is called once per frame void OnMouseDown() { if (!isLocked && !isMoving) { if (isOpen) { StartCoroutine("CloseDrawer"); } else { StartCoroutine("OpenDrawer"); } } else if (isLocked) { if (Inventory.main.selectedItem != ItemType.empty) { if (Inventory.main.selectedItem == ItemType.nightStandKey && itemToUnlock == ItemType.nightStandKey) { isLocked = false; invgui.displayMessage("You unlocked the nightstand!"); //Inventory.main.Set(ItemType.nightStandKey, false); StartCoroutine("OpenDrawer"); } else if (itemToUnlock == ItemType.candleStick && Inventory.main.hasCompletedCandleStick) { isLocked = false; StartCoroutine("OpenDrawer"); } else if (failMessage) { if (Inventory.main.selectedItem == ItemType.keyOne || Inventory.main.selectedItem == ItemType.keyTwo) { invgui.displayMessage("This key doesn't fit!"); } else if (Inventory.main.selectedItem == ItemType.nightStandKey) { invgui.displayMessage("This drawer seems to be locked by a different mechanism!"); } else { invgui.displayMessage("You can't use that here!"); } } } else if (itemToUnlock == ItemType.candleStick && Inventory.main.hasCompletedCandleStick) { isLocked = false; StartCoroutine("OpenDrawer"); } else if (failMessage) { invgui.displayMessage("This drawer is locked!"); } } }
void OnMouseDown() { if (doorNumber == 0) { if (Inventory.main.selectedItem == ItemType.keyOne) { Inventory.main.hasUnlockedDoorOne = true; //Inventory.main.Set(ItemType.keyOne, false); GetComponent <Animator>().SetBool("isOpened", true); //no longer need these scripts, the door object can stay GetComponent <BoxCollider>().enabled = false; //this.enabled = false; } else if (Inventory.main.selectedItem != ItemType.empty) { i.displayMessage("You cant use that here!"); } else { i.displayMessage("This door is locked!"); } } else if (doorNumber == 1) { if (Inventory.main.selectedItem == ItemType.keyTwo) { Inventory.main.hasUnlockedDoorTwo = true; //Inventory.main.Set(ItemType.keyTwo, false); GetComponent <Animator>().SetBool("isOpened", true); //no longer need these scripts, the door object can stay GetComponent <BoxCollider>().enabled = false; //this.enabled = false; } else if (Inventory.main.selectedItem != ItemType.empty) { i.displayMessage("You cant use that here!"); } else { i.displayMessage("This door is locked!"); } } }
void OnMouseDown() { if (isPuzzleCandle && !isAssembled) { if (Inventory.main.selectedItem == ItemType.candleStick) { this.gameObject.transform.GetChild(0).gameObject.SetActive(true); isAssembled = true; Inventory.main.Set(ItemType.candleStick, false); Inventory.main.hasCompletedCandleStick = true; i.displayMessage("*click*"); } else if (Inventory.main.selectedItem != ItemType.empty) { i.displayMessage("You can't use that here!"); } } else if (!isOn) { if (Inventory.main.selectedItem == ItemType.tinderBox) { StartCoroutine("LightFlame"); } else if (Inventory.main.selectedItem != ItemType.empty) { i.displayMessage("You can't use that here!"); } else if (Inventory.main.hasItem(ItemType.tinderBox)) { i.displayMessage("Your not holding your matches!"); } else { i.displayMessage("You dont have any matches!"); } } }
// Update is called once per frame void OnMouseDown() { i.displayMessage(message); }