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Question by DOR2199 · Apr 03, 2017 at 06:46 AM · doorkeyindex

How can i make a door-key script to a multiple keys and doors?

Hi, how can i make a door-key script to a multiple keys and doors? (like in index) The script is JavaScript. Her the original script:

 //Text variables
 public bool T_ActivatedOpen = true;
 public bool T_ActivatedClose = false;
 public bool activateTrigger = false;

 public GameObject textO;
 public GameObject textC;

 //Animator variables
 Animator Door_Animtion_Cell_001; 
 //animator;
 bool doorOpen;
 //Sound variables
 public GameObject doorOpenSound;
 public GameObject doorCloseSound;


 void Start () { //what happens in the beginning of the game.
     textC.SetActive (false);
     textO.SetActive (false);
     T_ActivatedOpen = true;
     T_ActivatedClose = false;

     Door_Animtion_Cell_001 = GetComponent<Animator> ();
     doorOpen = false;


     doorCloseSound.SetActive (false);
     doorOpenSound.SetActive (false);



 
 }
 

 void Update () { //The main function wich controlls how the system will work.

     if (T_ActivatedOpen == true)
         T_ActivatedClose = false;

     else if (T_ActivatedClose == true)
         T_ActivatedOpen = false;

     if (activateTrigger && Input.GetKeyDown (KeyCode.E)) //For some reaseon you can't have both E (open and close).
         {
             textO.SetActive (false);
             textC.SetActive (false);
             T_ActivatedOpen = false;
             T_ActivatedClose = true;
             textO.SetActive (false);
             textC.SetActive (true);
             doorOpen = true;

             doorOpenSound.SetActive (true);
             doorCloseSound.SetActive (false);

         if (doorOpen) 
         {
             doorOpen = true;
             doorController ("Open");
         }
             
         }
         else if(T_ActivatedClose && activateTrigger && Input.GetKey (KeyCode.F)) 
         {
             T_ActivatedOpen = true;
             T_ActivatedClose = false;
             textO.SetActive (true);
             textC.SetActive (false);

             doorCloseSound.SetActive (true);
             doorOpenSound.SetActive (false);
 
         if (doorOpen) 
         {
             doorOpen = false;
             doorController ("Close");
         }
             
         } 
 }


                                                     
 void OnTriggerEnter(Collider col) //If you enter the trigger this will happen.
 {
     if(col.gameObject.tag == "Player")
     {

             activateTrigger = true;
         if((T_ActivatedOpen == true))
         textO.SetActive (true);

         if((T_ActivatedClose == true))
             textC.SetActive (true);
     }
     
 }


 void OnTriggerExit(Collider col) //If you exit the trigger this will happen.
 {
     if(col.gameObject.tag == "Player")
     {
         textO.SetActive (false);
         textC.SetActive (false);
         activateTrigger = false;
     }

 }

 void doorController(string direction) //Animator function.
 {
     Door_Animtion_Cell_001.SetTrigger(direction);
 }

     

Thanks in advance! :)

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