using UnityEngine; using System.Collections; public class Inventory : MonoBehaviour { public static int charge=0; public AudioClip collectSound; public Texture2D[] hudCharge; public GUITexture chargeHudGUI; public Texture2D[] meterCharge; public Renderer meter; bool haveMatches = false; public GUITexture matchGUIprefab; GUITexture matchGUI; public GUIText textHints; bool fireIsLit = false; // Use this for initialization void Start () { charge = 0; } // Update is called once per frame void Update () { } void CellPickup(){ HUDon (); AudioSource .PlayClipAtPoint (collectSound, transform.position); charge++; chargeHudGUI.texture = hudCharge [charge]; meter.material.mainTexture = meterCharge [charge]; } void HUDon(){ if (!chargeHudGUI.enabled) { chargeHudGUI.enabled =true; } } void MatchPickup() { haveMatches = true; //AudioSource.PlayClipAtPoint (collectSound, transform.position); GUITexture matchHUD = Instantiate (matchGUIprefab, new Vector3 (0.15f, 0.1f, 0), transform.rotation) as GUITexture; matchGUI = matchHUD; } void OnControllerColliderHit(ControllerColliderHit col) { if (col.gameObject.name == "campfire") { if (haveMatches && !fireIsLit) { LightFire(col.gameObject); } else if (!haveMatches && !fireIsLit) { textHints.SendMessage("ShowHint", "I could use this campfire to signal for help... " + "if only I could light it..."); } } } void LightFire(GameObject campfire) { ParticleSystem[] pSystems; pSystems = campfire.GetComponentsInChildren (); foreach (ParticleSystem pSystem in pSystems) { pSystem.Play(); } //campfire.audio.Play (); Destroy (matchGUI); haveMatches = false; fireIsLit = true; } }