public void Pickup(Transform player) { door.Unlock(); // enter log UiLog.Log(pickupLog); AudioSource.PlayClipAtPoint(pickupSound, transform.position); Destroy(gameObject); }
public override void Activate() { actionFinished = false; float actualWaitOpenTime = waitOpenTime; if (!open) { if (Unlockable()) { // nicht durch die tuer gehen sondern erst aufschliessen Unlock(); otherDoor.Unlock(); actualWaitOpenTime += unlockTime + waitAfterUnlockTime; } else { // locked - keine Action return; } } StartCoroutine(WalkThroughDoor(actualWaitOpenTime)); }