public void interactDoor() { if (doorClosed) move = DoorMovement.Opening; else move = DoorMovement.Closing; }
// Update is called once per frame void Update() { if (move == DoorMovement.None) { } else if (move == DoorMovement.Closing) { door.transform.Translate(new Vector3(0, -moveSpeed, 0) * Time.deltaTime); if (door.transform.position.y < doorStart.y) { Vector3 d = door.transform.position; d.y = doorStart.y; door.transform.position = d; move = DoorMovement.None; doorClosed = true; } } else if (move == DoorMovement.Opening) { door.transform.Translate(new Vector3(0, moveSpeed, 0) * Time.deltaTime); if (door.transform.position.y > doorEnd.y) { Vector3 d = door.transform.position; d.y = doorEnd.y; door.transform.position = d; move = DoorMovement.None; doorClosed = false; } } }
void Start() { thisDoor = door.GetComponent <DoorMovement>(); anim = GetComponent <Animator>(); ilumHash = Animator.StringToHash("Iluminated"); notIlumHash = Animator.StringToHash("NotIlum"); }
// Update is called once per frame protected override void Update() { base.Update(); if (m_doorMovement != DoorMovement.None) { if (m_actionDone) { if (m_doorMovement == DoorMovement.Opening) { m_open = 1.0f; } else // has been closing { m_open = 0.0f; } m_doorMovement = DoorMovement.None; } else { Debug.Log("Animate...(" + m_actionTimer + ")"); AnimateMove(); } } }
public void interactDoor() { if (doorClosed) { move = DoorMovement.Opening; Debug.Log("Opening Door"); } }
private void OnTriggerEnter(Collider other) { if (other.gameObject.tag == "door" && gameObject.GetComponent <Collider>().enabled) { GameObject door = other.gameObject; DoorMovement dMove = door.GetComponent <DoorMovement>(); dMove.resetIniPos(); dMove.startMovement(); StartCoroutine(dMove.LoadAsyncScene()); } }
private void OnTriggerEnter(Collider other) { if (other.gameObject.tag == "door") { GameObject door = other.gameObject; DoorMovement dMove = door.GetComponent <DoorMovement>(); dMove.startClosing(); rotatorCube.GetComponent <MovingWithMouse>().doors.Add(door); StartCoroutine(dMove.UnloadAsyncScene()); } }
public void BeginMove(DoorMovement desiredMovement) { if (desiredMovement == DoorMovement.None) { Debug.LogWarning("Requested door movement of 'none'."); } else if (desiredMovement != m_doorMovement) { m_AudioSource.PlayOneShot(m_DoorSound); if (desiredMovement == DoorMovement.Opening) { m_actionTimer = (1.0f - m_open) * m_moveSeconds; } else if (desiredMovement == DoorMovement.Closing) { m_actionTimer = m_open * m_moveSeconds; } m_doorMovement = desiredMovement; } }
void Start() { button = GetComponentInChildren <ButtonMovement>(); door = GetComponentInChildren <DoorMovement>(); tp = this.transform.GetChild(0).GetChild(5); cam_target = this.transform.GetChild(1); reset_target = this.transform.GetChild(4); player = GameObject.Find("Playable_Character"); mc = player.GetComponent <MovementController>(); main_camera = GameObject.Find("MainCamera").GetComponent <Camera>(); cutscene_camera = GetComponentInChildren <Camera>(); can = GameObject.Find("FadeManager"); cam_fade = can.GetComponent <FadeManager>(); if (timed_door) { shape_mat.GetComponent <MeshRenderer>().material = mat[1]; door_mat.GetComponent <MeshRenderer>().material = mat[1]; } }
// Use this for initialization void Start() { dm = this.GetComponentInParent <DoorMovement>(); player = GameObject.FindGameObjectWithTag("Player"); }