void Update()
{
if (looking) { interactText.enabled = true; }
if (Input.GetKeyDown(SettingValues.interactKey) && looking)
{
Debug.Log(locked);
if (locked) { keypad.GetComponent<KeypadUIManager>().neededCode = code; keypad.GetComponent<KeypadUIManager>().crate = gameObject; keypad.SetActive(true); player.GetComponent<PlayerControl>().inManager = true; }
else { Debug.Log("Crate unlocked! Show UI!"); }
}
}