void OnTriggerStay(Collider collider) { if (collider.tag == "Player" && !door.IsDoorOpen() && !door.IsActive()) { isColliding = true; playerMessage.text = "F - Open Door"; } else if (collider.tag == "Player" && door.IsDoorOpen() && !door.IsActive() && canClose) { isColliding = true; playerMessage.text = "F - Shut Door"; } else { playerMessage.text = ""; } }
void OnTriggerStay(Collider collider) { if (collider.tag == "Player" && enemyDoor.IsDoorClosed()) { isColliding = true; playerMessage.text = "F - Leave House"; } else if (collider.tag == "Player" && enemyDoor.IsDoorOpen()) { isColliding = true; playerMessage.text = "F - Open Door"; } else if (collider.tag == "Player") { isColliding = true; playerMessage.text = "I have to check those noises first!"; } }
void Update() { if (Input.GetKeyDown(KeyCode.F) && doorCollider.IsCollidingWithPlayer() && !effectPlayer.isPlaying) { if (enemyDoor.IsDoorOpen() && !enemyDoor.IsDoorClosed()) { effectPlayer.clip = doorLocked; effectPlayer.Play(); } else if (enemyDoor.IsDoorClosed()) { Destroy(doorCollider.gameObject); playerMessage.text = ""; effectPlayer.clip = doorOpen; effectPlayer.Play(); flashlight.SetActive(false); enemy.StopRoaring(); Invoke("LoadSecondScene", doorOpen.length); } } }