Question by
Vanity_Myxe · Aug 29, 2016 at 10:26 AM ·
c#animationerrorcoordinates
Door control coordinates being a jerk
So, I was making a FNAF game with help from YT tutorials. I got a script down, but it is spawning the door animation in the wrong coordinates. Here's the code that I use.
using UnityEngine;
using System.Collections;
public class Door: MonoBehaviour
{
public float doorHeight = 2.12f;
public float doorSpeed = 1.0f;
protected bool doorInUse = false;
protected bool doorOpen = false;
IEnumerator openDoor()
{
for (float amount = 0.0f; amount < doorHeight; amount += doorSpeed * Time.deltaTime)
{
Debug.Log("Opening Door: " + amount.ToString());
transform.position = new Vector3(transform.position.x, amount, transform.position.z);
yield return null;
}
doorInUse = false;
doorOpen = true;
}
IEnumerator closeDoor()
{
for (float amount = doorHeight; amount > 0.0f; amount -= doorSpeed * Time.deltaTime)
{
Debug.Log("Closing Door" + amount.ToString());
transform.position = new Vector3(transform.position.x, amount, transform.position.z);
yield return null;
}
doorInUse = false;
doorOpen = false;
}
public void activateDoor()
{
{
if (!doorInUse)
{
doorInUse = true;
if (doorOpen)
StartCoroutine("closeDoor");
else
StartCoroutine("openDoor");
}
}
}
};
When I press a button, it starts closing (the first problem) and is spawning in negative coordinates, though the code uses positive coordinates. Help pls?
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