Adding Pick Up Ability To A First Person Shooter Script

Here is FPS script im using, i have it fully functioning.

using UnityEngine; using System.Collections;

/// MouseLook rotates the transform based on the mouse delta. /// Minimum and Maximum values can be used to constrain the possible rotation

/// To make an FPS style character: /// - Create a capsule. /// - Add a rigid body to the capsule /// - Add the MouseLook script to the capsule. /// -> Set the mouse look to use LookX. (You want to only turn character but not tilt it) /// - Add FPSWalker script to the capsule

/// - Create a camera. Make the camera a child of the capsule. Reset it's transform. /// - Add a MouseLook script to the camera. /// -> Set the mouse look to use LookY. (You want the camera to tilt up and down like a head. The character already turns.) [AddComponentMenu("Camera-Control/Mouse Look")] public class MouseLook : MonoBehaviour {

public enum RotationAxes { MouseXAndY = 0, MouseX = 1, MouseY = 2 }
public RotationAxes axes = RotationAxes.MouseXAndY;
public float sensitivityX = 15F;
public float sensitivityY = 15F;

public float minimumX = -360F;
public float maximumX = 360F;

public float minimumY = -60F;
public float maximumY = 60F;

float rotationX = 0F;
float rotationY = 0F;

Quaternion originalRotation;

void Update ()
{
    if (axes == RotationAxes.MouseXAndY)
    {
        // Read the mouse input axis
        rotationX += Input.GetAxis("Mouse X") * sensitivityX;
        rotationY += Input.GetAxis("Mouse Y") * sensitivityY;

        rotationX = ClampAngle (rotationX, minimumX, maximumX);
        rotationY = ClampAngle (rotationY, minimumY, maximumY);

        Quaternion xQuaternion = Quaternion.AngleAxis (rotationX, Vector3.up);
        Quaternion yQuaternion = Quaternion.AngleAxis (rotationY, -Vector3.right);

        transform.localRotation = originalRotation * xQuaternion * yQuaternion;
    }
    else if (axes == RotationAxes.MouseX)
    {
        rotationX += Input.GetAxis("Mouse X") * sensitivityX;
        rotationX = ClampAngle (rotationX, minimumX, maximumX);

        Quaternion xQuaternion = Quaternion.AngleAxis (rotationX, Vector3.up);
        transform.localRotation = originalRotation * xQuaternion;
    }
    else
    {
        rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
        rotationY = ClampAngle (rotationY, minimumY, maximumY);

        Quaternion yQuaternion = Quaternion.AngleAxis (-rotationY, Vector3.right);
        transform.localRotation = originalRotation * yQuaternion;
    }
}

void Start ()
{
    // Make the rigid body not change rotation
    if (rigidbody)
        rigidbody.freezeRotation = true;
    originalRotation = transform.localRotation;
}

public static float ClampAngle (float angle, float min, float max)
{
    if (angle < -360F)
        angle += 360F;
    if (angle > 360F)
        angle -= 360F;
    return Mathf.Clamp (angle, min, max);
}

}

I have another camera in the scene that drops in shapes (simple cubes) when you press spacebar and I want to be able to pick them up and set them down somewhere else. Heres a script that Im thinking about using, just wondering how to bring the two together and add additional functionality to the fps script. How can I add the pick script to the fps script and have them work together?

var pickupDistance = 3.0;
static var heldObject : GameObject;
static var itemHeld = 0;
var objectDist = -.1;
private var hand :GameObject;

function Start() {
    hand = gameObject.FindWithTag("Player");
}

function Update () {
    if (Input.GetMouseButtonDown(0) && itemHeld == 2) {
        hand.animation.Play("drop");
        heldObject.transform.parent = null;
        heldObject.GetComponent(Rigidbody).isKinematic = false;
        heldObject = null;
        itemHeld = 0;
    }
}

function OnMouseDown() {
    if(itemHeld == 0) {
        heldObject = gameObject;
        hand.animation.Play("grab");
        heldObject.transform.parent = gameObject.FindWithTag("Player").transform;
        heldObject.GetComponent(Rigidbody).isKinematic = true;
        var handLocation = Vector3(0,objectDist,0);
        heldObject.transform.localPosition = handLocation;
        itemHeld = 1;
    }
}

function OnMouseUp(){
    if(itemHeld == 1)
    {
      itemHeld = 2;
    }
}

One script is a camera MouseLook script that you attach to a camera.

The other script is would be put on an object with a collider (as indicated by the OnMouseDown/Up functions).

Put the scripts on their respective objects/prefabs. There is no problem with having them both running at the same time.

Do you need to have a camera drop the objects? If you aren't rendering from the camera, you should just use an empty gameobject in stead.