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Question by rayith · Jun 02 at 02:10 PM · doordrawer

opening a drawer using E

I have a script for opening doors and I was wondering how to make it into a script to open drawers. enter code here

my door script using UnityEngine; using UnityEngine.UI;

 public class Door : MonoBehaviour
 {
     bool trig, open;//rig - check the input output to the trigger (the player must be with the Player tag) open - close and open the door
     public float smooth = 2.0f;//rotational speed
     public float DoorOpenAngle = 90.0f;//rotation angle
     private Vector3 defaulRot;
     private Vector3 openRot;
     public Text txt;//text 
     AudioSource doorSound;
     // Start is called before the first frame update
     void Start()
     {
         defaulRot = transform.eulerAngles;
         openRot = new Vector3(defaulRot.x, defaulRot.y + DoorOpenAngle, defaulRot.z);
         doorSound = GetComponent<AudioSource>();
     }
 
     // Update is called once per frame
     void Update()
     {
         if (open)//open
         {
             transform.eulerAngles = Vector3.Slerp(transform.eulerAngles, openRot, Time.deltaTime * smooth);
         }
         else//close
         {
             transform.eulerAngles = Vector3.Slerp(transform.eulerAngles, defaulRot, Time.deltaTime * smooth);
         }
         if (Input.GetKeyDown(KeyCode.E) && trig)
         {
             open = !open;
             doorSound.Play();
         }
         if (trig)
         {
             if (open)
             {
                 txt.text = "Close E";
             }
             else
             {
                 txt.text = "Open E";
             }
         }
     }
     private void OnTriggerEnter(Collider coll)//entry and exit to / from the trigger
     {
         if (coll.tag == "Player")
         {
             if (!open)
             {
                 txt.text = "Close E ";
             }
             else
             {
                 txt.text = "Open E";
             }
             trig = true;
         }
     }
     private void OnTriggerExit(Collider coll)//entry and exit to / from the trigger
     {
         if (coll.tag == "Player")
         {
             txt.text = " ";
             trig = false;
         }
     }
 }
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