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Question by frogsforhell · Apr 19, 2017 at 06:39 PM · c#collidertransformtriggerscript.

Destory/Collect object to open door

I can't quite find the solution for the problem I'm facing. I have a script that has a player collect an object(s). Below is the script I have so far on the character. The character is able to run into the object(s) and it disappears. What I want to happen is after they collect the object(s), a set of sliding doors open. I think a transform could be used on the doors but I'm not sure.

(I imported my door from Maya, so both parts of the doors are a child of a parent.)

Example:

collect object A = Door A to slides open automatically

collect object B = Door B to slides open automatically

collect object C = Door C to slides open automatically

etc...

using System.Collections; using System.Collections.Generic; using UnityEngine;

public class PlayerController : MonoBehaviour {

 public float speed;
 private Rigidbody rb;

 void Start ()
 {
     rb = GetComponent<Rigidbody> ();
 }


 void FixedUpdate ()
 {
     float moveHorizontal = Input.GetAxis ("Horizontal");
     float moveVertical = Input.GetAxis ("Vertical");
 
     Vector3 movement = new Vector3 (moveHorizontal, 0.0f, moveVertical);

     rb.AddForce (movement * speed);
 }

 void OnTriggerEnter(Collider other)
 {
     if (other.gameObject.CompareTag ("Collect")) 
     {
         other.gameObject.SetActive (false);
     }
 }
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Answer by Chefsu · Apr 20, 2017 at 08:32 AM

This can be done with a delegate. More info about delegates can be found here.

 public class PlayerController : MonoBehaviour
 {
     //Create a delegate and give it an int parameter
     public delegate void OnCollect(int doorIndex);
     public static OnCollect OnPlayerCollect;
 
 
     private void OnTriggerEnter(Collider other)
     {
         int doorNumber = 0; //Check for itemindex (There are multiple ways to do that)
         if (OnPlayerCollect != null) OnPlayerCollect(doorNumber); //Send a message to all the doors
     }
 }

Then create a Door script that listens to it and opens it when his door index gets called.

 public class Door : MonoBehaviour
 {
     //Set in the editor
     public int doorIndex;
 
     private void Awake()
     {
         PlayerController.OnPlayerCollect += OpenDoor;
     }
 
     private void OnDestroy()
     {
         PlayerController.OnPlayerCollect -= OpenDoor;
     }
 
     private void OpenDoor(int index)
     {
         if(index == doorIndex)
         {
             //Open the door here
         }
     }
 }
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