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public enum PowerType {Nothing, Bigger, Faster, Jumper}; + public enum PowerType {Nothing, Bigger, Faster, Jumper, Artefact}; public PowerType powerType = PowerType.Nothing; public float powerTime = 5f; public float powerUnit = 10f; + private bool interact = false; + public string nextSceneName; + private MeshRenderer meshRenderer; void Start() { @@ -22,11 +26,42 @@ public class PowerCubeManager : MonoBehaviour { GetComponentInChildren().material.color = Color.green; } + else if (powerType == PowerType.Artefact) + { + meshRenderer = GetComponentInChildren(); + meshRenderer.materials[1].SetFloat("_Outline", 0.0f); + meshRenderer.materials[1].SetColor("_OutlineColor", new Color(0.5276349f, 0.5566038f, 0.118147f)); + } } void Update() { - + if (interact) { + if (powerType == PowerType.Artefact) + { + if (Input.GetKeyUp(KeyCode.E)) + { + SceneManager.LoadScene(nextSceneName); + } + } + } + } + + private void OnTriggerEnter(Collider other) + { + if (other.gameObject.tag == "Player") + { + meshRenderer.materials[1].SetFloat("_Outline", 0.01f); + interact = true; + } + } + private void OnTriggerExit(Collider other) + { + if (other.gameObject.tag == "Player") + { + meshRenderer.materials[1].SetFloat("_Outline", 0.0f); + interact = false; + } } } diff --git a/Assets/Shaders/Border.shader b/Assets/Shaders/Border.shader index 1513043..bb4df58 100644 --- a/Assets/Shaders/Border.shader +++ b/Assets/Shaders/Border.shader @@ -58,7 +58,7 @@ Shader "Outlined/Silhouette Only" { Name "OUTLINE" Tags { "LightMode" = "Always" } Cull Off - 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