/* * Moved GetComponent to coroutine it is bad practice and expensive (in case of batch of colliders) * to use the method in Update */ IEnumerator InvokeRotation(BoxCollider collider) { DoorOpenClose door = collider.GetComponent <DoorOpenClose>(); door.StartRotation(); yield return(null); }
protected override void Start() { base.Start(); door = GetComponent <DoorOpenClose>(); door.OnDoorOpenStart += EnableBlackRoom; door.OnDoorCloseEnd += DisableBlackRoomIfInMainHallway; }
void Start() { thisDoor = GetComponent <DoorOpenClose>(); foreach (DoorOpenClose door in doorsInThisSet) { if (door != thisDoor) { door.OnDoorOpenStart += OpenThisDoor; door.OnDoorCloseStart += CloseThisDoor; } } }
// Update is called once per frame void Update() { GameObject Gate = GameObject.Find(nom); transform.GetChild(0).gameObject.SetActive(!isActivated); transform.GetChild(1).gameObject.SetActive(isActivated); DoorOpenClose gate1 = Gate.transform.GetChild(0).GetComponent <DoorOpenClose>(); if (onActivator && Input.GetKeyDown(KeyCode.E)) { isActivated = !isActivated; if (isActivated == true) { gate1.SetDestination(doorPositionFinal); } else { gate1.SetDestination(doorPositionInitial); } } }
void Awake() { doorScript = transform.parent.GetComponent<DoorOpenClose>(); player = GameObject.FindGameObjectWithTag(Tags.player); }
// Use this for initialization void Awake () { doorControl = GetComponent<DoorOpenClose> (); }