I am trying to make it to where selecting one crate gives you one item and selecting another crate gives you a different item. I am using a single script to handle all of this. I am attempting to tag game objects and using the CompareTag() function to attempt to differentiate between two crates. Here is the script I am currently using:
using UnityEngine;
using System.Collections;
public class CrateOpen : MonoBehaviour {
public bool crateOpenBool = false;
void FixedUpdate() {
GameObject player = GameObject.FindWithTag("Player");
RaycastHit2D hit = Physics2D.Raycast(Camera.main.ScreenToWorldPoint(Input.mousePosition), Vector3.forward);
Vector2 pos = player.transform.position;
float distance = Vector2.Distance(pos, hit.point);
if (hit.collider != null && Input.GetMouseButtonDown(1) && distance <= 2.0) {
// Area I am working with
if (CompareTag("pCrate")) {
Debug.Log ("pistol");
}
if (CompareTag("kCrate")) {
Debug.Log ("knife");
}
// Area I am working with
crateOpenBool = true;
} else if (hit.collider == null || distance > 2.0) {
crateOpenBool = false;
}
}
}
I know this isn’t the specific answer you are looking for, but if you simply create a string var in the script, you can change it on any object. This means any crate can have any itemIdentifier provided either at runtime or via the inspector.
ie(warning this is pseudo code, probably won’t run without a little work.)
//------FROM AN OUTSIDE CLASS
import crateClass;
var caseToOpen : crateClass;
var itemRet : String;
OnCollisionEnter(thingy : collider)//or hits from a cast or whatever identifies the object to yank the function from. I think you used casts collider there. Either way.
{
//-- grab value from crate
caseToOpen = thingy.GetComponent("crateClass");
itemRet = caseToOpen.getItemTag();
}
//---------FROM WITHIN crate class
var itemtag : String;//--for later use it's wise to create an array/vector whatever
var wasPicked : boolean;
//etc etc etc
public function getItemTag() string
{
if(waspicked != true)
{
return this.ItemTag;
waspicked = true;
}else{return "Nada';}
}
at which point you assign at runtime or via the edi
From what you are describing you’d want. Otherwise you have the right idea, it’s only the part you’re grabbing the info from that may be causing you issues.
Maybe create a central script that have a static array.
inside the script you want to tag, on start function add a new value in the array…
CentralScript.number.Add(x);
Then get the lenght of this array and you have a different number
for all the same scripts…
numb =CentralScript.number.Lenght;
You could make this work simply by changing the problem lines to
if(hit.collider.tag == "pCrate");
However I feel obligated to point out a few other problems in your script.
You are getting input in FixedUpdate. This is generally a bad idea, as the Input class is modified during Update. Its possible to miss inputs this way
You are doing a raycast regardless of weather you use it or not. Raycasts are expensive, checking input is cheap. Only do the raycast if your input is present.
For ultimate versatility I would suggest having this script use SendMessage to tell the crate it is selected. Then have the crate take care of the instantiating. This will allow the script to be reused for selecting any object. It would also allow crates to be modified for a larger combination of results.
Edit: Just reread the question. You should only have a single copy of this script on one GameObject in the scene. Having a copy on every crate will just lead to inefficiencies and problems.