Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
  • Help Room /
avatar image
0
Question by theocrowley24 · Feb 18, 2017 at 10:50 PM · c#raycastraycastingpickup

Help with consuming an object on key press

I'm trying to make a script where you can press 'u' when looking at body armor and it will add 100 to you're armor value. However, it will not work. I've added a print statement to check to see if the 'if statement' is ran but nothing is printed to the console. So for some reason the second 'if statement' in void Update() is not being ran. Any help is greatly appreciated, thanks.

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class BodyArmour : MonoBehaviour {
     
     public static GameObject raycastObject;
     public static bool canPickUp = false;
 
     
     void Update () {
         RaycastHit hit;
         float Distance;
         
         Vector3 forward = transform.TransformDirection(Vector3.forward) * 2;
         Debug.DrawRay(transform.position, forward, Color.red);
         
         if (Physics.Raycast(transform.position,(forward), out hit)){
             Distance = hit.distance;
             raycastObject = hit.collider.gameObject;
         }
         
         checkPickUp();
         
         if (canPickUp == true && Input.GetKeyDown("u")) {
             print("Picked up!");
             Manager._playerArmour += 100;
             if (Manager._playerArmour > 100) {
                 Manager._playerArmour = Manager._playerArmour - (Manager._playerArmour - 100);
             }
         }
         
     }
     
     void checkPickUp () {
         bodyarmourcheck script = raycastObject.GetComponent<bodyarmourcheck>();
         if (script != null) {
             canPickUp = true;
             print(canPickUp);
         }
         else {
             canPickUp = false;
             print(canPickUp);
         }
     }
 }
 
Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by oStaiko · Feb 19, 2017 at 07:26 AM

I know you didn't really ask, but I'll show you a better way to do all this. If you plan on having 40 different types of items, that Update of yours is gonna get messy pretty quick, what you really want here is class to be inherited by all interactable items, with a "OnInteract()" method that can be called by this script. Then, you can have individual classes inherit that class and overide the OnInteract() method to do whatever it is you want them to do. This is a much more versatile way to handle this kind of this, and keeps your player class a lot cleaner, as well as running less code every frame so you get a better fps. Here's a video on Inheritance and a video on Overriding if it's new to you, it's really useful stuff in these scenarios. There's code below that show you how all of this works, and even includes an example on how this would work for a switch to open a door per say. I also modified your Manager script simply because it's cleaner and more versatile this way.

 public class PlayerInteractions : MonoBehaviour
 {
     void Update ()
     {
         RaycastHit hit;
         Interactable inter;
 
         Debug.DrawRay (transform.position, transform.forward, Color.blue);
         if (Physics.Raycast (transform.position, transform.forward, out hit))
         {
             inter = hit.collider.gameObject.GetComponent<Interactable> ();
             if (Input.GetKeyDown ("u") && inter!=null)
             {
                 inter.OnInteract ();
                 Debug.Log ();
             }
         }
     }
 }
 
 public class Manager : MonoBehaviour
 {
     static float _playerArmour;
     static float maxArmor = 100;
     
     public static void AddArmor (float newArmor)
     {
         _playerArmour = Mathf.Clamp (_playerArmour+newArmor, 0, maxArmor); 
     }
     public static float GetArmor ()
     {
         return _playerArmour;
     }
 }
 
 public class Interactable : MonoBehaviour
 {
     public virtual void OnInteract ()
     {
         //Anything put here will happed every time anything is interacted with.
         //Universal sound/visual effects, etc.
         Debug.Log("Interactable Class: OnInteract() called");
     }
 }
 
 public class Armor : Interactable
 {
     public float armorValue;
 
     public override void OnInteract ()
     {
         base.OnInteract ();
             //Universal effects only apply if this is here, so you can pick and choose.
             
         Debug.Log("Armor class: OnInteract() called");
         Manager.AddArmor (armorValue);
     }
 }
 
 public class Switch : Interactable
 {
     public Door[] doors;
 
     public override void OnInteract ()
     {
         Debug.Log("Lever class: OnInteract() called");
         foreach (Door door in doors)
             door.ActivateDoor ();
     }
 }
 
 public class Door : MonoBehaviour
 {
     public bool opened;
 
     public void ActivateDoor()
     {
         if (opened)
         {
             opened = false;
             Debug.Log ("Closing Door");
             //Close
         }
         else
         {
             opened = true;
             Debug.Log ("Opening Door");
             //Open
         }
     }
 }
Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

319 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Raycast does not seem to properly detect object it hit 0 Answers

Raycast doesn't stay in one place 0 Answers

Is there any way how to do raycasts like this? 0 Answers

Shoot towards mouse except mouse y 1 Answer

Raycast on mouse position problem. how not to raycast to 0 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges