private void OnTriggerEnter(Collider other) { if (other.CompareTag("EndZoneCollider")) { door3.CloseDoor(); } }
private void OnTriggerEnter(Collider other) { if (other.gameObject.tag == "Player") { doorController.CloseDoor(); } }
private void OnTriggerEnter(Collider other) { if (!isLoopingSection && loopCounter < 2) { DC.CloseDoor(); Vector3 SpawnLocationOffset = new Vector3(SpawnLocation.x, SpawnLocation.y + playerOffsetY, SpawnLocation.z + playerOffsetZ); loopCounter++; GM.currentIterration++; PC.Teleport(SpawnLocationOffset); } }
private void OnTriggerEnter(Collider other) { if (state == TriggerState.Opens) { door.OpenDoor(); } if (state == TriggerState.Closes) { door.CloseDoor(); } }
/// <summary> /// When a grid gets generated sets a door on top /// </summary> /// <param name="grid"></param> private void OnGridGenerated(Grid grid) { GridGraphic gridGraphic = gridManager.GetGridGraphic(); int randomColumn = Random.Range(2, gridManager.GridSize.x - 2); Vector3 pos = gridGraphic.GetCells()[randomColumn, gridManager.GridSize.y - 1].transform.position; doorInstance.transform.position = pos + (Vector3)offset; doorInstance.KeyAmountNeeded = gameManager.GetTotalKeys(); doorController.CloseDoor(); doorInstance.gameObject.SetActive(true); }
IEnumerator closeDoor() { yield return(new WaitForSeconds(3)); doorController.CloseDoor(); }
private void OnTriggerEnter(Collider other) { myDoor.CloseDoor(); }