Ejemplo n.º 1
0
 void Debugger()
 {
     if (!FindObjectOfType <Interactions>())
     {
         Debug.Log("Interactions class not found in scene. Proceeding without interactions..");
     }
     if (FindObjectsOfType <DoorTrigger>()[0] == null)
     {
         Debug.Log("No doortrigger found in scene. Proceeding without door opening functionality..");
     }
     for (int i = 0; i < BriansEngine.openable.Count; i++)
     {
         if (BriansEngine.openable[i].doorState == true)
         {
             BriansEngine.Doors door = BriansEngine.openable[i].doorType;
             GameObject         key  = BriansEngine.openable[i].doorKey;
             if (key == null)
             {
                 Debug.Log("<color=yellow>Closed door found but there's no key assigned to open it! Door: " + door.ToString() + "Door will be closed in game..</color>");
             }
             else
             {
                 Keys[] sceneKeys = FindObjectsOfType <Keys>();
                 if (sceneKeys != null)
                 {
                     foreach (Keys k in sceneKeys)
                     {
                         if (k.gameObject.Equals(BriansEngine.openable[i].doorKey))
                         {
                             Debug.Log("<color=green>Closed door: " + door.ToString() + " Marked door to open: " + key.ToString() + " Assigned key object in scene: " + k.name + "</color>");
                         }
                     }
                 }
             }
         }
     }
 }
Ejemplo n.º 2
0
 public DoorStateChecker(BriansEngine.Doors newDoor, bool newState, GameObject newKey)
 {
     doorType  = newDoor;
     doorState = newState;
     doorKey   = newKey;
 }