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Question by
sinkler747 · Jul 07, 2013 at 09:30 PM ·
animationopening
opening a door with animation
hello, I have been on this problem much of the day. and searched for answers and thought I had one. I did, but to a degree. The problem I'm having is when I trigger a door to open it, about 50% of the time it will close back. the same for the closing animation, except it will reopen. does anyone have a solution. The code that I found was in javaScript, but I converted it to C#. The commented code below is what I was doing earlier, until I found that code... thanks
using System.Collections;
public class OpeningClosingAnim : MonoBehaviour
{
public GameObject door;
public bool haveKey;
//public bool opened = false;
private bool HasTriggerBeenUsed = false;
private bool setTrigger = false;
void OnTriggerStay()
{
if( haveKey && Input.GetKeyUp(KeyCode.E) && !HasTriggerBeenUsed)
{
door.animation.Play("OpeningDoor02");
setTrigger = true;
}
else if(haveKey && Input.GetKeyUp(KeyCode.E) && HasTriggerBeenUsed)
{
door.animation.Play("ClosingDoor03");
setTrigger = true;
}
if (setTrigger)
{
HasTriggerBeenUsed = !HasTriggerBeenUsed;
}
}
}
// // Use this for initialization
// void Start ()
// {
// //opened = true;
//
// }
//
// // Update is called once per frame
// void Update ()
// {
// // add raycast once door works as expected
// OpeningAndClosingDoor();
//
//
//
//
// }
//
//
//
// void OpeningAndClosingDoor()
// {
// if(opened == false && haveKey && Input.GetKeyDown(KeyCode.E))
// {
//
//
//
// animation.Play("OpeningDoor02");
// opened = true;
//
// if(opened == true && haveKey && Input.GetKeyDown(KeyCode.E))
// {
// animation.Play("ClosingDoor03");
//
// }
// else if(!haveKey)
// {
// opened = false;
// // add Gui text that player needs key
// }
//
// }
//
//
//
//
// }
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