Ejemplo n.º 1
0
    void Awake()
    {
        doorSound     = GetComponentInChildren <DoorSound>();
        doorAnim      = GetComponentInChildren <Animator>();
        doorTransform = transform.transform;
        fStep         = transform.Find("FStep").transform;
        bStep         = transform.Find("BStep").transform;

        if (HasComponent <Locked>())
        {
            state  = DoorState.Locked;
            locked = GetComponent <Locked>();
        }
        else if (HasComponent <SecretController>())
        {
            state            = DoorState.Secret;
            secretController = GetComponent <SecretController>();
        }
        else if (HasComponent <DirLockController>())
        {
            state             = DoorState.DirLock;
            dirLockController = GetComponent <DirLockController>();
        }
        else
        {
            state = DoorState.Open;
        }
    }
Ejemplo n.º 2
0
 void OnTriggerEnter(Collider other)
 {
     //TODO: change this, transform.root is not always good
     // doorrotation = transform.root.GetComponentInChildren<DoorRotation>();
     //What's the best method here??
     doorrotation = transform.parent.transform.parent.transform.GetComponentInChildren <DoorRotation>();
     if (transform.root.GetComponentInChildren <DoorSound>() != null)
     {
         doorsound = transform.root.GetComponentInChildren <DoorSound>();
     }
     else
     {
         doorsound = null;
     }
     doordetection = GameObject.FindGameObjectWithTag("Player").GetComponent <DoorDetection>();
 }
Ejemplo n.º 3
0
    void Update()
    {
        if (Camera.main.GetComponent <RasmusRaycast> ().HoldObject != null)
        {
            DoorSound doorSound = Camera.main.GetComponent <RasmusRaycast> ().HoldObject.GetComponent <DoorSound>();
            if (doorSound != null)
            {
                //		Debug.Log (doorSound.transform.position);
                m_ThisDoor = doorSound.gameObject;
                PlaySound();
            }
        }

        var attributes = UnityUtil.to3DAttributes(m_GameObject);

        ERRCHECK(m_Event.set3DAttributes(attributes));
    }