doors now close when the player dies, changes in main to make it work
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@ -7,7 +7,7 @@ public class Door : MonoBehaviour
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{
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[SerializeField] private Animator _animator;
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private bool _opened;
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{
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{
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_animator.Play("DoorUp", 0, 0);
|
_animator.Play("DoorUp", 0, 0);
|
||||||
_opened = true;
|
_opened = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public void Close()
|
||||||
|
{
|
||||||
|
Debug.Log("Door closed");
|
||||||
|
if (!_opened) return;
|
||||||
|
Debug.Log("after if");
|
||||||
|
//move door
|
||||||
|
|
||||||
|
_animator.Play("DoorDown", 0, 0);
|
||||||
|
_opened = false;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -9,11 +9,14 @@ public class PressurePlate : MonoBehaviour
|
||||||
[SerializeField] private Animator pPlateAnim = null;
|
[SerializeField] private Animator pPlateAnim = null;
|
||||||
[SerializeField] private UnityEvent _onPress;
|
[SerializeField] private UnityEvent _onPress;
|
||||||
|
|
||||||
private bool opened = false;
|
private bool opened;
|
||||||
|
|
||||||
private float? triggered = null;
|
private float? triggered = null;
|
||||||
|
|
||||||
private void OnTriggerEnter(Collider other)
|
private void OnTriggerEnter(Collider other)
|
||||||
{
|
{
|
||||||
|
Debug.Log(opened);
|
||||||
|
Debug.Log("entered trigger");
|
||||||
if (other.CompareTag("Player") && !opened)
|
if (other.CompareTag("Player") && !opened)
|
||||||
{
|
{
|
||||||
//pressure plate down and start trigger time
|
//pressure plate down and start trigger time
|
||||||
|
@ -42,6 +45,14 @@ public class PressurePlate : MonoBehaviour
|
||||||
if(timepassed > _triggerDelay && !opened)
|
if(timepassed > _triggerDelay && !opened)
|
||||||
{
|
{
|
||||||
_onPress.Invoke();
|
_onPress.Invoke();
|
||||||
|
opened = true;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public void plateUp()
|
||||||
|
{
|
||||||
|
pPlateAnim.Play("PPup", 0, 0);
|
||||||
|
triggered = null;
|
||||||
|
opened = false;
|
||||||
|
}
|
||||||
}
|
}
|
Loading…
Reference in New Issue