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Question by The_Thinker · Dec 09, 2014 at 05:49 AM · asset storedoor

Desert Fortress Pack asset store

I have an asset from the asset store called desertot fortress pack and have a problem with the door animation. They can open and close but I want to know if you can give them a certain time limit to be open and then close after that time has ended. Any ideas.

(The door script is below)

using UnityEngine; using System.Collections;

//Instruction: //Make an empty game object and call it "Door" //Rename your 3D door model to "Body" //Parent a "Body" object to "Door" //Make sure thet a "Door" object is in left down corner of "Body" object. The place where a Door Hinge need be //Add a box collider to "Door" object and make it much bigger then the "Body" model, mark it trigger //Assign this script to a "Door" game object that have box collider with trigger enabled //Press "e" (Default) to open and close the door //Make sure the main character is tagged "player"

public class open_door : MonoBehaviour { public float smooth = (float)2.0; public float DoorOpenAngle = (float)110.0; public float DoorCloseAngle = (float)0.0; public bool open = false; public bool enter = false; public string defined_key = "e";

 // Update is called once per frame
 void Update () 
 {
     if(open == true)
     {
         var target = Quaternion.Euler (transform.localRotation.x, DoorOpenAngle, transform.localRotation.z);
         // Dampen towards the target rotation
         transform.localRotation = Quaternion.Slerp(transform.localRotation, target,
         Time.deltaTime * smooth);
     }
 
     if(open == false)
     {
         var target1 = Quaternion.Euler (transform.localRotation.x, DoorCloseAngle, transform.localRotation.z);
         // Dampen towards the target rotation
         transform.localRotation = Quaternion.Slerp(transform.localRotation, target1,
         Time.deltaTime * smooth);
     }
 
     if(enter == true)
     {
         if(Input.GetKeyDown(defined_key))
         {
             open = !open;
         }
     }    
 }

 //Activate the Main function when player is near the door
 void OnTriggerEnter(Collider other)
 {
     if (other.gameObject.tag == "Player") 
     {
         //Debug.Log("Trigger Enter");
         (enter) = true;
     }
 }
 
 //Deactivate the Main function when player is go away from door
 void OnTriggerExit (Collider other)
 {
     if (other.gameObject.tag == "Player") 
     {
         //Debug.Log("Trigger Exit");
         (enter) = false;
     }
 }
 //@youtube.com/user/maksimum654321

}

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