using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.SceneManagement; public class PowerCubeManager : MonoBehaviour { 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() { if (powerType == PowerType.Bigger) { GetComponentInChildren().material.color = Color.blue; } else if (powerType == PowerType.Faster) { GetComponentInChildren().material.color = Color.red; } else if (powerType == PowerType.Jumper) { 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; } } }