public void ButtonUnpressed() { buttonPressed = false; if (!buttonPressed || !platePressed) { buttonDoor.Close(); } }
public void UnpressButton() { buttonPressed = false; if (!platePressed || !buttonPressed) { door2.Close(); } }
public void Plate3Unpressed() { door3.Close(); plate3Pressed = false; if (!plate3Pressed || !plate4Pressed) { door34.Close(); } }
public void PlatePressed(int id) { platesPressed[id] = true; if (!platesPressed[0] && platesPressed[1] && !platesPressed[2] && !platesPressed[3] && platesPressed[4] && !platesPressed[5] && platesPressed[6]) { exitDoor.Open(); } else { exitDoor.Close(); } }
private void RPCCloseDoor() { if (!leverDown) { door.Close(); } }
void OnTriggerEnter2D(Collider2D collider) { if (collider.tag == Tag.FriendlyPlayer) { DC.Close(); gameObject.SetActive(false); } }
/* Closes all doors for the current room. */ void LockAllDoors() { foreach (GameObject door in doors) { DoorController doorController = door.GetComponent <DoorController>(); doorController.Close(); } }
public void CloseDoor() { //Check if we are using lever if (tag == "Lever") { //If so make a delay for using it if (!_door.InProgress) { activated = false; _door.Close(); } } else { activated = false; _door.Close(); } }
private void CheckSwitches() { if (!gallerySwitchesDown[0] && gallerySwitchesDown[1] && !gallerySwitchesDown[2] && gallerySwitchesDown[3] && gallerySwitchesDown[4] && !gallerySwitchesDown[5]) { bookDoor.Open(); studyDoor.Close(); } else if (!gallerySwitchesDown[0] && gallerySwitchesDown[1] && gallerySwitchesDown[2] && !gallerySwitchesDown[3] && gallerySwitchesDown[4] && !gallerySwitchesDown[5]) { bookDoor.Close(); studyDoor.Open(); } else { bookDoor.Close(); studyDoor.Close(); } }
public void PressPlate() { door1.Close(); platePressed = true; if (platePressed && buttonPressed) { door2.Open(); } }
/* Closes all doors for the current room. */ private void CloseAllDoors() { // If we have doors, lock them if (doors.Count != 0) { foreach (GameObject door in doors) { if (door != null) { DoorController doorController = door.GetComponent <DoorController>(); doorController.Close(); } } } else { Debug.Log("No doors assigned"); } }
public void OnGetElevatorUpdateResponse(UpdateElevatorResponse response) { // Stop running coroutine if (coroutineMovingElevator != null) { StopCoroutine(coroutineMovingElevator); } if (elevatorData != null) // If null, it means haven't got elevatorData before { prevElevatorData = elevatorData; elevatorData = response.updatedElevatorData; if (elevatorData.status == ElevatorStatus.Opening) { doorController.Open(OnDoorOpened); } if (elevatorData.status == ElevatorStatus.MovingDown || elevatorData.status == ElevatorStatus.MovingUp) { // Run coroutine coroutineMovingElevator = StartCoroutine(RoutineMoving(response.destinationY)); } if (elevatorData.status == ElevatorStatus.Arrived) { SendUpdateElevatorStatusRequest(ElevatorStatus.Opening); } if (elevatorData.status == ElevatorStatus.Closing) { doorController.Close(OnDoorClosed); } UpdateUI(); } else { Logger.Log(Logger.kTagError, "Elevator Haven't got elevatorData"); } }
public override void OnExit(GameObject go) { _door.Close(); }
public void Plate2Unpressed() { door2.Open(); door2b.Close(); }
// Plate controll Functions public void Plate2Pressed() { door2.Close(); door2b.Open(); }
public void CloseDoor1() { door1.Close(); }
public void GalleryPlateReleased() { hiddenDoor.Close(); }
public void CloseDoor() { door.Close(); }
public void RPCSwitchReleased() { DoorUp.Close(); }
public void ClosePressureDoor() { pressureDoor.Close(); }
void OnTriggerExit2D() { anim.SetBool("TransitionPad", false); IsOn = false; WhatToTrigger.Close(); }
public void Extinguish() { Lid = false; _door.Close(); transform.GetChild(0).gameObject.SetActive(false); }
public void CloseDoor2() { door2.Close(); }