//Handles when the player approaches a door private void PlayerApproach() { //check for collision between the player and the door if (collisionHandler.AABBCollision(player, gameObject)) { //check to see if there are any enemies left in the game if (GameObject.FindGameObjectWithTag("Enemy") == null) { //if there are no enemies left display bright door prompt openText.GetComponent <MeshRenderer>().enabled = true; blockedText.GetComponent <MeshRenderer>().enabled = false; // if any enemies are left in any rooms other than the final, display blocked text if (GameManager.GM.remainNum != 1 && gameObject.name == "Foyer Door") { openText.GetComponent <MeshRenderer>().enabled = false; blockedText.GetComponent <MeshRenderer>().enabled = true; } //Handle player entering the door EnterDoorCheck(); } else { //if there are enemies left display blocked door prompt openText.GetComponent <MeshRenderer>().enabled = false; blockedText.GetComponent <MeshRenderer>().enabled = true; } } else { //if no collision hide all info text openText.GetComponent <MeshRenderer>().enabled = false; blockedText.GetComponent <MeshRenderer>().enabled = false; } }