Assemblied created
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@ -1,5 +1,5 @@
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using UnityEngine;
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namespace Item {
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public class Insertable : MonoBehaviour
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{
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// Start is called before the first frame update
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@ -11,4 +11,5 @@ public class Insertable : MonoBehaviour
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private void Update()
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{
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}
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}
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}
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@ -1,4 +1,7 @@
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using UnityEngine;
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namespace Item
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{
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public class Interactable : MonoBehaviour
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{
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@ -11,4 +14,5 @@ public class Interactable : MonoBehaviour
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private void Update()
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{
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}
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}
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}
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@ -1,44 +1,46 @@
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using UnityEngine;
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public class ItemSelector : MonoBehaviour
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namespace Item
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{
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public static ItemSelector instance;
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[SerializeField] private Camera cam;
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[SerializeField] private LayerMask mask;
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[SerializeField] private float range = 1;
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public InteractableItem Selected { get; private set; }
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// Start is called before the first frame update
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private void Start()
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public class ItemSelector : MonoBehaviour
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{
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instance = this;
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}
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public static ItemSelector instance;
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// Update is called once per frame
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private void Update()
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{
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}
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[SerializeField] private Camera cam;
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private void FixedUpdate()
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{
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var ray = cam.ScreenPointToRay(Input.mousePosition);
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RaycastHit hit;
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[SerializeField] private LayerMask mask;
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if (Physics.Raycast(ray, out hit, range, mask))
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[SerializeField] private float range = 1;
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public InteractableItem Selected { get; private set; }
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// Start is called before the first frame update
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private void Start()
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{
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if (Selected != null || hit.transform.gameObject == null) Selected.Disable();
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Selected = hit.transform.gameObject.GetComponent<InteractableItem>();
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Selected.Enable();
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print(Selected);
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instance = this;
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}
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else
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// Update is called once per frame
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private void Update()
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{
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if (Selected != null) Selected.Disable();
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}
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private void FixedUpdate()
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{
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var ray = cam.ScreenPointToRay(Input.mousePosition);
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RaycastHit hit;
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if (Physics.Raycast(ray, out hit, range, mask))
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{
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if (Selected != null || hit.transform.gameObject == null) Selected.Disable();
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Selected = hit.transform.gameObject.GetComponent<InteractableItem>();
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Selected.Enable();
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print(Selected);
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}
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else
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{
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if (Selected != null) Selected.Disable();
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}
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}
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}
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}
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