void Update() { if (active) { if (toActivate == WhatToActivate.door) { rotateOpen.Open(); } else if (toActivate == WhatToActivate.elevator && elevator != null) { elevator.active = true; } } else { if (toActivate == WhatToActivate.door) { rotateOpen.Close(); } else if (toActivate == WhatToActivate.elevator && elevator != null) { elevator.active = false; } } }
private void Update() { // Add snap force if (transform.localEulerAngles.z < angle && transform.localEulerAngles.z > snapAngle && !flipped) { //Debug.Log("add torque" + transform.localEulerAngles.z); GetComponent <Rigidbody>().AddTorque(transform.forward * snapForce); } // Z direction for rotation if (transform.localEulerAngles.z < 40 && transform.localEulerAngles.z > angle && !flipped) { doorSound.Play(); switchSound.Play(); flipped = true; if (setCheckpoint) { gameManager.EnterLevel(m_NextLevel); } } else if (transform.localEulerAngles.z > (300f + angle) && flipped && canFlipBack) { flipped = false; } // Open/close door/drawbridge if (flipped) { rotateOpen.Open(); } else if (canFlipBack) { rotateOpen.Close(); } }