Created
July 13, 2011 13:03
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An example of how interaction could be done. Untested code.
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using UnityEngine; | |
public class InteractionExample : MonoBehaviour | |
{ | |
public string interactionKey = "i"; | |
public float interactionRadius = 2.0f, interactionViewCone = 60.0f; | |
void Update () | |
{ | |
if (Input.GetKeyDown (interactionKey)) | |
{ | |
Interact (); | |
} | |
} | |
void Interact () | |
{ | |
Collider[] colliders = Physics.OverlapSphere (transform.position, interactionRadius); | |
// Might want to apply a layer mask here, to reduce the cost of the query | |
if (colliders.Length < 1) | |
{ | |
return; | |
} | |
float shortestDistance = Mathf.infinite; | |
GameObject closestInteractive = null; | |
foreach (Collider collider in colliders) | |
{ | |
GameObject root = collider.transform.root; | |
Vector3 direction = root.transform.position - transform.position; | |
if (root.tag == "Interactive" && // Or whatever means you use for marking objects as interactive | |
Vector3.Angle (direction, transform.forward) < interactionViewCone | |
// Don't interact with stuff behind us | |
) | |
{ | |
if (shortestDistance > direction.sqrMagnitude) | |
// Find the closest interactive object | |
{ | |
shortestDistance = direction.sqrMagnitude; | |
closestInteractive = root; | |
} | |
} | |
} | |
if (closestInteractive != null) | |
// Interact if we found a good candidate | |
{ | |
closestInteractive.SendMessage ("OnInteract"); | |
} | |
} | |
} |
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