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Scripted Door w/ Line of Sight
Hey, I'm trying to accomplish something but don't quite know how to do it. I want to be able to open a door while I'm within a certain distance and am looking at it. My problem with the ray-casting solution is that I have doors that open on different axises. I do not use animation to open my doors. I use a Quaternion.slerp to rotate the doors so that I can simply toggle whether the door is open or closed and have it move to either orientation.
This is my script for the doors/container lids that I presently use, I have two adaptations for it. I want to change this so that when the camera (FPS game) is looking at the door/lid, is within a given distance, and presses the F key, it opens. I also need to find a way to have it work for the multiple axises.
var smooth = 2.0;
var DoorOpenAngle = 90.0;
var DoorCloseAngle = 0.0;
var Open : boolean;
var enter : boolean;
function Update (){
if(Open == true){
var target = Quaternion.Euler (DoorOpenAngle, 0, 0);
transform.localRotation = Quaternion.Slerp(target, transform.localRotation, Time.deltaTime * smooth);
}
if(Open == false){
var target1 = Quaternion.Euler (DoorCloseAngle, 0, 0);
transform.localRotation = Quaternion.Slerp(target1, transform.localRotation, Time.deltaTime * smooth);
}
if(enter == true){
if(Input.GetKeyDown(KeyCode.F)){
Open = !Open;
}
}
}
function OnTriggerEnter (coll : Collider){
if (coll.gameObject.tag == "Player") {
(enter) = true;
}
}
function OnTriggerExit (coll : Collider){
if (coll.gameObject.tag == "Player") {
(enter) = false;
}
}
I tried raycast alone and was unable to find a way to do this. If someone could help, that would be great. If I find a way to do this, I'll be sure to let everyone know.
Answer by perchik · Jul 30, 2013 at 12:19 AM
It looks like you might could just change DoorOpenAngle to be the Quaternion on line 10. So that you have something like
var DoorOpenAngle : Quaternion;
var eulerAngles : Vector3 = (90,0,0);
function Start(){
DoorOpenAngle = Quaternion.Euler(eulerAngles);
}
...
if(Open == true){
var target = DoorOpenAngle;
[Although I don't actually use unity javascript, so my syntax is all kinds of wrong]
This way, you could set the desired rotation amount, including the axis, from the editor. Each door object could have its own doorOpenAngle and doorCloseAngle. Everything else looks generic enough
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