using UnityEngine; using TMPro; using System.Collections; public class AmbilBarang : MonoBehaviour { public Transform kameraPlayer; public float radiusAmbil = 1f; public LayerMask layerItem; public GameObject uiListBarang; public GameObject canvasUtama; public StartGempa pemicuGempa; private int totalBarang; private int barangTersisa; void Start() { totalBarang = 0; foreach (Transform child in uiListBarang.transform) { if (child.GetComponent()) { totalBarang++; } } barangTersisa = totalBarang; } void Update() { if (Input.GetKeyDown(KeyCode.JoystickButton0) || Input.GetKeyDown(KeyCode.L)) { Collider[] hitItems = Physics.OverlapSphere(kameraPlayer.position, radiusAmbil, layerItem); foreach (var hit in hitItems) { string tagBarang = hit.gameObject.tag; Destroy(hit.gameObject); HilangkanDariUI(tagBarang); } } } void HilangkanDariUI(string tagBarang) { foreach (Transform child in uiListBarang.transform) { if (child.GetComponent() && child.name.ToLower().Contains(tagBarang.ToLower())) { child.gameObject.SetActive(false); barangTersisa--; break; } } if (barangTersisa <= 0) { canvasUtama.SetActive(false); pemicuGempa.SiapkanGempa(); StartCoroutine(MulaiGempaDenganDelay()); } IEnumerator MulaiGempaDenganDelay() { yield return new WaitForSeconds(3f); pemicuGempa.MulaiGempa(); } } }