// On trigger switch the alocated item and the one carried by the player void OnTriggerEnter(Collider other) { if (other.gameObject.tag == "Player") { items = other.GetComponent("Player_Inventory") as Player_Inventory; temporal = items.getCurrentObject(); items.setInvetory(availbleItem); availbleItem = temporal; switch (availbleItem) { case Items.NullItem: tile.SetThisTiles(0, (int)Items.NullItem); break; case Items.DoorKey1: tile.SetThisTiles(0, (int)Items.DoorKey1); break; case Items.DoorKey2: tile.SetThisTiles(0, (int)Items.DoorKey2); break; case Items.DoorKey3: tile.SetThisTiles(0, (int)Items.DoorKey3); break; case Items.DoorKey4: tile.SetThisTiles(0, (int)Items.DoorKey4); break; case Items.DoorKey5: tile.SetThisTiles(0, (int)Items.DoorKey5); break; case Items.DoorKey6: tile.SetThisTiles(0, (int)Items.DoorKey6); break; case Items.DoorKey7: tile.SetThisTiles(0, (int)Items.DoorKey7); break; } } }
// If the payer collides with the door void OnTriggerEnter(Collider other) { // if is locked, ask for if the player carries the required item to open the door if (!locked) { if (other.gameObject.tag == "Player") { if (RequiresUseOfItem) { inventory = other.GetComponent("Player_Inventory") as Player_Inventory; if (inventory.getCurrentObject() == RequiredItem) { openprocess = true; RequiresUseOfItem = false; /*if(inventory.getCurrentObject() == Items.DoorKey0) { * this.transform.position = new Vector3(-100,-100,0); * }*/ } } else { openprocess = true; } } } if (other.gameObject.tag == "Enemy") { openprocess = true; } }
void OnTriggerEnter(Collider other) { if (other.gameObject.tag == "Player") { if (RequiresUseOfItem) { inventory = other.GetComponent("Player_Inventory") as Player_Inventory; if (inventory.getCurrentObject() == RequiredItem) { door.unlockdoor(); } } else { door.unlockdoor(); } } }