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Question by PoseidonWaves · Oct 08, 2012 at 04:03 PM · dooropening

How to open individual prefab doors

Hello, in my game I'm trying to make it so that the player can move the crosshair over an object (in this case a footlocker), have the crosshair change color and on the press of a button have it open or close. I made the footlocker a prefab so I have a lot of them in the scene. How do I make it so that I only open the footlocker the player is looking at? Here is my code so far.

 using UnityEngine;
 using System.Collections;
 
 public class ActionButtonScript : MonoBehaviour 
 {
     int i = 0;
     public float playerReach = 5.0f;
 
     void Update () 
     {
         CrossHairScript crossHairScript = GetComponent<CrossHairScript>();
         ChestOpenerScript chestOpenerScript = GetComponent<ChestOpenerScript>();
         RaycastHit target = new RaycastHit();
         Vector3 fwd = transform.TransformDirection(Vector3.forward); 
     
         Debug.DrawRay(transform.position, fwd,Color.red);
         if (Physics.Raycast(transform.position, fwd, out target, playerReach))
         {    
             if(target.collider.gameObject.tag == "Openable Door")
             {
                 crossHairScript.x = 1; //Changes color of crosshair;
                 if(Input.GetKeyDown(KeyCode.E)) 
                 {
                 // opens the footlocker player is aiming at
                 }
             }
             else
             {
                 crossHairScript.x = 0; //Reverts crosshair to default;
             }
         }           
     }
 }

Thank you in advance

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Answer by justinl · Oct 08, 2012 at 04:22 PM

I just implemented a door today. I'd recommend doing something like having a box collider on each door (is Trigger). When the player enters the box collider trigger, set a boolean "isBesideDoor" = true and when the player leaves the trigger, set that boolean to false. Then when the user presses KeyCode.E, only open the door if isBesideDoor == true;

This way, the door will only open if the player is beside it. There are a handful of other ways to implement this but this is one easy way.

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