Ejemplo n.º 1
0
    private void Update()
    {
        if (doorBehaviour.GetFinished() && !isFinished)
        {
            isHot   = doorBehaviour.GetHot(doorNumber - 1);
            isNoisy = doorBehaviour.GetNoisy(doorNumber - 1);
            isSafe  = doorBehaviour.GetSafe(doorNumber - 1);

            isFinished = true;
            //string log = "Door " + doorNumber + " is done";
            //Debug.Log(log);
        }

        // I probably should've put all this stuff into their own functions, but at this point I'm just going to leave it

        // this activates the correct UI elements for hot/noise when the player is touching the door
        if (colliding)
        {
            if (isHot)
            {
                fireYes.SetActive(true);
            }
            else
            {
                fireNo.SetActive(true);
            }

            if (isNoisy)
            {
                noisyYes.SetActive(true);
            }
            else
            {
                noisyNo.SetActive(true);
            }

            uiOneActive = true;
        }

        // this deactivates any activated UI elements when the player stops touching the door
        else
        {
            if (uiOneActive)
            {
                if (isHot)
                {
                    fireYes.SetActive(false);
                }
                else
                {
                    fireNo.SetActive(false);
                }

                if (isNoisy)
                {
                    noisyYes.SetActive(false);
                }
                else
                {
                    noisyNo.SetActive(false);
                }

                uiOneActive = false;
            }

            if (uiTwoActive)
            {
                if (isSafe)
                {
                    safeYes.SetActive(false);
                }
                else
                {
                    safeNo.SetActive(false);
                }

                uiTwoActive = false;
            }
        }

        // this triggers the corresponding safe UI element if the player
        // presses the interact key while touching the door
        if (Input.GetButtonDown("Interact") && colliding)
        {
            if (isSafe)
            {
                SafeDoor();
            }
            else
            {
                UnsafeDoor();
            }
        }
    }