mostly freeze puzzle design

This commit is contained in:
Cat Flynn 2021-05-13 18:20:44 +01:00
parent 0d2291ed8b
commit 03ae8b781b
21 changed files with 37195 additions and 3199 deletions

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@ -1,31 +1,74 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using DG.Tweening;
using UnityEditor;
using UnityEngine;
using UnityEngine.Windows.WebCam;
public class Door : MonoBehaviour
{
[SerializeField] private Animator _animator;
[SerializeField] private Transform _graphics;
[SerializeField] private Transform _endpoint;
[SerializeField] private float _animTime = 1.2f;
// private bool _opened = false;
private Vector3 _initialPos;
private void Awake()
{
_initialPos = _graphics.position;
}
private bool _opened = false;
public void Open()
{
if (_opened) return;
// move door
_animator.Play("DoorUp", 0, 0);
_opened = true;
_graphics
.DOMove(_endpoint.position, _animTime)
.SetEase(Ease.InOutSine);
}
public void Close()
{
Debug.Log("Door closed");
if (!_opened) return;
Debug.Log("after if");
//move door
_animator.Play("DoorDown", 0, 0);
_opened = false;
_graphics
.DOMove(_initialPos, _animTime)
.SetEase(Ease.InOutSine);
}
public void Reset()
{
_graphics.DOKill();
_graphics.position = _initialPos;
}
}
#if UNITY_EDITOR
[CustomEditor(typeof(Door))]
public class DoorEditor : Editor
{
private Door _door;
private void OnEnable()
{
_door = target as Door;
}
public override void OnInspectorGUI()
{
base.OnInspectorGUI();
if (!Application.isPlaying) return;
if (GUILayout.Button("Open"))
{
_door.Open();
}
if (GUILayout.Button("Close"))
{
_door.Close();
}
}
}
#endif

View File

@ -15,8 +15,6 @@ public class PressurePlate : MonoBehaviour
private void OnTriggerEnter(Collider other)
{
Debug.Log(opened);
Debug.Log("entered trigger");
if (other.CompareTag("Player") && !opened)
{
//pressure plate down and start trigger time
@ -34,6 +32,8 @@ public class PressurePlate : MonoBehaviour
triggered = null;
pPlateAnim.Play("PPup", 0, 0f);
//reset platform position
// _onPress.Invoke();
}
}
}