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using UnityEngine;
using System.Collections;
public class MouseController : MonoBehaviour
{
//Camera Variables
GameObject cameraSet;
public Camera camera0;
public Camera camera1;
public Camera camera2;
public Camera camera3;
public Camera camera4;
//Camera States
int room = 0;
//Counter Variables
public int holdKey1 = 0;
public int holdKey2 = 0;
public int openLock1 = 0;
public int openLock2 = 0;
Ray ray;
RaycastHit hit;
public GameObject prefab;
void Start()
{
camera0.enabled = true;
camera1.enabled = false;
camera2.enabled = false;
camera3.enabled = false;
camera4.enabled = false;
room = 0;
}
void Update ()
{
//ray = Camera.main.ScreenPointToRay (Input.mousePosition);
//Clicking
if (Physics.Raycast (ray, out hit)) {
if (Input.GetKeyDown (KeyCode.Mouse0)) {
if (hit.transform.name == "Key1")
{
Debug.Log("Left Mouse Down");
Destroy(hit.transform.gameObject);
holdKey1 = 1;
Debug.Log(holdKey1.ToString());
}
if (hit.transform.name == "Key2")
{
Debug.Log("Left Mouse Down");
Debug.Log(holdKey2.ToString());
Destroy(hit.transform.gameObject);
holdKey2 = 1;
Debug.Log(holdKey2.ToString());
}
if (hit.transform.name == "Lock1")
{
if (holdKey1 == 1)
{
Destroy(hit.transform.gameObject);
openLock1 = 1;
}
}
if (hit.transform.name == "Lock2")
{
if (holdKey2 == 1)
{
Destroy(hit.transform.gameObject);
openLock2 = 1;
}
}
//GameObject obj = Instantiate (prefab, new Vector3 (hit.point.x, hit.point.y, hit.point.z), Quaternion.identity) as GameObject;
}
if (Input.GetKeyDown (KeyCode.Mouse1)) {
Debug.Log ("Righ Mouse Down");
Destroy(hit.transform.gameObject);
}
}
//Moving
//Room 0, Entrance
if (room == 0)
{
camera1.enabled = false;
camera2.enabled = false;
camera3.enabled = false;
camera4.enabled = false;
camera0.enabled = true;
ray = camera0.ScreenPointToRay(Input.mousePosition);
if (Input.GetKeyDown(KeyCode.W))
{
room = 1;
}
}
//Room 1, Middle
if (room == 1)
{
camera0.enabled = false;
camera2.enabled = false;
camera3.enabled = false;
camera4.enabled = false;
camera1.enabled = true;
ray = camera1.ScreenPointToRay(Input.mousePosition);
//Check the Lock
if (Input.GetKeyDown(KeyCode.A))
{
room = 3;
}
if (Input.GetKeyDown(KeyCode.D))
{
room = 4;
}
if (Input.GetKeyDown(KeyCode.S))
{
room = 0;
}
if (Input.GetKeyDown(KeyCode.W))
{
if (openLock1 + openLock2 == 2)
room = 2;
}
}
//Room 2, End
if (room == 2)
{
camera0.enabled = false;
camera1.enabled = false;
camera3.enabled = false;
camera4.enabled = false;
camera2.enabled = true;
ray = camera2.ScreenPointToRay(Input.mousePosition);
}
//Room 3, Left
if (room == 3)
{
camera0.enabled = false;
camera2.enabled = false;
camera1.enabled = false;
camera4.enabled = false;
camera3.enabled = true;
ray = camera3.ScreenPointToRay(Input.mousePosition);
if (Input.GetKeyDown(KeyCode.D))
{
room = 1;
}
}
//Room 4, Right
if (room == 4)
{
camera0.enabled = false;
camera2.enabled = false;
camera1.enabled = false;
camera3.enabled = false;
camera4.enabled = true;
ray = camera4.ScreenPointToRay(Input.mousePosition);
if (Input.GetKeyDown(KeyCode.A))
{
room = 1;
}
}
}
}