// Update is called once per frame void Update() { Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); RaycastHit hit; if (Input.GetKeyDown(KeyToPress)) { //Debug.Log("made it"); if (Physics.Raycast(ray, out hit)) { //Debug.Log(hit.collider.gameObject.name); //Debug.DrawRay(transform.position,Vector3.forward, Color.green); if (hit.transform.gameObject == button1) { input += "1"; ClickedButton1.transform.position = button1.transform.position; button1.SetActive(false); ClickedButton1.SetActive(true); //Debug.Log("hit 1"); timer = restartCooldown; amountOfButtonsPressed++; } else if (hit.transform.gameObject == button2) { input += "2"; ClickedButton2.transform.position = button2.transform.position; button2.SetActive(false); ClickedButton2.SetActive(true); //Debug.Log("hit 2"); timer = restartCooldown; amountOfButtonsPressed++; } else if (hit.transform.gameObject == button3) { input += "3"; ClickedButton3.transform.position = button3.transform.position; button3.SetActive(false); ClickedButton3.SetActive(true); //Debug.Log("hit 3"); amountOfButtonsPressed++; timer = restartCooldown; } else if (hit.transform.gameObject == button4) { input += "4"; ClickedButton3.transform.position = button4.transform.position; button4.SetActive(false); ClickedButton4.SetActive(true); //Debug.Log("hit 4"); amountOfButtonsPressed++; timer = restartCooldown; } else if (hit.transform.gameObject == button5) { input += "5"; ClickedButton5.transform.position = button5.transform.position; button5.SetActive(false); ClickedButton5.SetActive(true); //Debug.Log("hit 5"); amountOfButtonsPressed++; timer = restartCooldown; } else if (hit.transform.gameObject == button6) { input += "6"; ClickedButton6.transform.position = button6.transform.position; button6.SetActive(false); ClickedButton6.SetActive(true); //Debug.Log("hit 6"); amountOfButtonsPressed++; timer = restartCooldown; } else if (hit.transform.gameObject == button7) { input += "7"; ClickedButton7.transform.position = button7.transform.position; button7.SetActive(false); ClickedButton7.SetActive(true); //Debug.Log("hit 7"); amountOfButtonsPressed++; timer = restartCooldown; } else if (hit.transform.gameObject == button8) { input += "8"; ClickedButton8.transform.position = button8.transform.position; button8.SetActive(false); ClickedButton8.SetActive(true); //Debug.Log("hit 8"); amountOfButtonsPressed++; timer = restartCooldown; } } } timer -= Time.deltaTime; if (input == password) { correct = true; } if (timer <= 0) { if (amountOfButtonsPressed == 8 && !correct) { input = ""; amountOfButtonsPressed = 0; button1.SetActive(true); ClickedButton1.SetActive(false); button2.SetActive(true); ClickedButton2.SetActive(false); button3.SetActive(true); ClickedButton3.SetActive(false); button4.SetActive(true); ClickedButton4.SetActive(false); button5.SetActive(true); ClickedButton5.SetActive(false); button6.SetActive(true); ClickedButton6.SetActive(false); button7.SetActive(true); ClickedButton7.SetActive(false); button8.SetActive(true); ClickedButton8.SetActive(false); // Debug.Log("Reset"); } } if (correct) { //Debug.Log("do the thing you wanted it to do"); //animating door babyButtons.SetActive(false); //giving the door sound //door.PlayOneShot(doorMoving, 0.7f); //Debug.Log("I'm working"); } }
// Update is called once per frame void Update() { Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); RaycastHit hit; if (Input.GetKeyDown(KeyToPress)) { //Debug.Log("made it"); if (Physics.Raycast(ray, out hit)) { //Debug.Log(hit.collider.gameObject.name); //Debug.DrawRay(transform.position,Vector3.forward, Color.green); if (hit.transform.gameObject == button1) { input += "1"; ClickedButton1.transform.position = button1.transform.position; button1.SetActive(false); ClickedButton1.SetActive(true); //Debug.Log("hit 1"); timer = restartCooldown; amountOfButtonsPressed++; } else if (hit.transform.gameObject == button2) { input += "2"; ClickedButton2.transform.position = button2.transform.position; button2.SetActive(false); ClickedButton2.SetActive(true); //Debug.Log("hit 2"); timer = restartCooldown; amountOfButtonsPressed++; } else if (hit.transform.gameObject == button3) { input += "3"; ClickedButton3.transform.position = button3.transform.position; button3.SetActive(false); ClickedButton3.SetActive(true); //Debug.Log("hit 3"); amountOfButtonsPressed++; timer = restartCooldown; } else if (hit.transform.gameObject == button4) { input += "4"; ClickedButton3.transform.position = button4.transform.position; button4.SetActive(false); ClickedButton4.SetActive(true); //Debug.Log("hit 4"); amountOfButtonsPressed++; timer = restartCooldown; } else if (hit.transform.gameObject == button5) { input += "5"; ClickedButton5.transform.position = button5.transform.position; button5.SetActive(false); ClickedButton5.SetActive(true); //Debug.Log("hit 5"); amountOfButtonsPressed++; timer = restartCooldown; } else if (hit.transform.gameObject == button6) { input += "6"; ClickedButton6.transform.position = button6.transform.position; button6.SetActive(false); ClickedButton6.SetActive(true); //Debug.Log("hit 6"); amountOfButtonsPressed++; timer = restartCooldown; } else if (hit.transform.gameObject == button7) { input += "7"; ClickedButton7.transform.position = button7.transform.position; button7.SetActive(false); ClickedButton7.SetActive(true); //Debug.Log("hit 7"); amountOfButtonsPressed++; timer = restartCooldown; } else if (hit.transform.gameObject == button8) { input += "8"; ClickedButton8.transform.position = button8.transform.position; button8.SetActive(false); ClickedButton8.SetActive(true); //Debug.Log("hit 8"); amountOfButtonsPressed++; timer = restartCooldown; } } } #endregion timer -= Time.deltaTime; if (input == password) { correct = true; } if (timer <= 0) { if (amountOfButtonsPressed == 3 && !correct) { input = ""; amountOfButtonsPressed = 0; button1.SetActive(true); ClickedButton1.SetActive(false); button2.SetActive(true); ClickedButton2.SetActive(false); button3.SetActive(true); ClickedButton3.SetActive(false); button4.SetActive(true); ClickedButton4.SetActive(false); button5.SetActive(true); ClickedButton5.SetActive(false); button6.SetActive(true); ClickedButton6.SetActive(false); button7.SetActive(true); ClickedButton7.SetActive(false); button8.SetActive(true); ClickedButton8.SetActive(false); } } if (correct) { cubeFake.SetActive(false); cubeReal.SetActive(true); } }