void CloseDoors() { if (Door1.switchOpen) { Door1.DoorSwitch(); } if (Door2.switchOpen) { Door2.DoorSwitch(); } }
public void OpenDoors() { if (!Door1.switchOpen) { Door1.DoorSwitch(); } if (!Door2.switchOpen) { Door2.DoorSwitch(); } }
// Update is called once per frame void Update() { if (!isDisabled) { if (Out1.GetComponent <Object_Button_Trigger>().activated == true && !Ignoreinputs && Timer <= 0) { if (!FloorUp) { CloseDoors(); Timer = MovingTime; insideElev = false; Ignoreinputs = true; soundPlayed = false; } else { Door1.DoorSwitch(); } } if (Out2.GetComponent <Object_Button_Trigger>().activated == true && !Ignoreinputs && Timer <= 0) { if (FloorUp) { CloseDoors(); Timer = MovingTime; insideElev = false; Ignoreinputs = true; soundPlayed = false; } else { Door2.DoorSwitch(); } } if ((Switch1.GetComponent <Object_Button_Trigger>().activated == true || Switch2.GetComponent <Object_Button_Trigger>().activated == true) && !Ignoreinputs && Timer <= 0) { //SwitchFloor(Floor1.transform, Floor2.transform); CloseDoors(); Door1.isDisabled = true; Door2.isDisabled = true; Timer = MovingTime; insideElev = true; Ignoreinputs = true; soundPlayed = false; } } Timer -= Time.deltaTime; if (Timer <= (MovingTime - 2) && !soundPlayed) { GameController.instance.GlobalSFX.PlayOneShot(elev); soundPlayed = true; } if (Timer <= 3 && Ignoreinputs) { Door1.isDisabled = false; Door2.isDisabled = false; FloorUp = !FloorUp; State = !State; GameController.instance.SetObjectState(State, id); if (insideElev) { if (FloorUp) { StartCoroutine(SwitchFloor(Floor2, Floor1)); } else { StartCoroutine(SwitchFloor(Floor1, Floor2)); } } if (FloorUp) { Door1.DoorSwitch(); GameController.instance.holdRoom = false; } else { Door2.DoorSwitch(); GameController.instance.holdRoom = true; } GameController.instance.GlobalSFX.PlayOneShot(ding); Ignoreinputs = false; } }