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Question by MrSentient · Jun 06, 2019 at 06:26 PM · c#animationanimatoranimator controlleranimations

Opening one door in a scene causes all others to open

Hi, sorry I'm really new to this and I was wondering if it was possible to open more than one door using the same animation controller. At the moment I'm using a script that plays the animations when a player presses 'E' while looking at the door but when the door opens all the other doors in the scene open as well.

Here's the script I'm using:

 // Use this for initialization
 void Start () {
     DoorAnim = GetComponent<Animator> ();
 }

 // Update is called once per frame
 void Update () {
     RaycastHit Hit;
     if (Physics.Raycast (Player.position, Player.TransformDirection (Vector3.forward), out Hit, 5, DoorLayer)) {
         print("working");
         Door = Hit.transform;

         if (Hit.transform.localRotation.eulerAngles.y < 45) {
             Open = false;
         } else
             Open = true;

     if (Input.GetKeyDown (KeyCode.E)) {
         Open = !Open;

         if (Open == true){
             DoorAnim.SetInteger ("DoorState", 1);
         }
         else
             DoorAnim.SetInteger ("DoorState", 2);
     }
 }

}

If anyone can help me please let me know. Thanks

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Best Answer

Answer by Hellium · Jun 06, 2019 at 09:16 PM

I believe this script is attached to all the doors?


If so, you need to check whether the player is near the door before opening / closing it. Either use an additional trigger + OnTriggerEnter, or do a simple distance check

 public float TriggerRadius = 5; // Change this value according to your needs
 // Use this for initialization
  void Start () {
      DoorAnim = GetComponent<Animator> ();
  }
  // Update is called once per frame
  void Update () {
      RaycastHit Hit;
    
      if ( (Player.position - transform.position).sqrMagnitude < TriggerRadius * TriggerRadius &&  Physics.Raycast (Player.position, Player.TransformDirection (Vector3.forward), out Hit, 5, DoorLayer)) {
          print("working");
          Door = Hit.transform;
          if (Hit.transform.localRotation.eulerAngles.y < 45) {
              Open = false;
          } else
              Open = true;
      if (Input.GetKeyDown (KeyCode.E)) {
          Open = !Open;
          if (Open == true){
              DoorAnim.SetInteger ("DoorState", 1);
          }
          else
              DoorAnim.SetInteger ("DoorState", 2);
      }
  }



Otherwise, you could attach this script to only one gameObject (your player for instance) and change it to:

 public float TriggerRadius = 5; // Change this value according to your needs
 // Use this for initialization
  void Start ()
  {
  }

  // Update is called once per frame
  void Update () {
      RaycastHit hit;
    
      if ( Physics.Raycast (Player.position, Player.forward, out hit, 5, DoorLayer))
      {
          Transform door = hit.transform;
          Animator doorAnimator = door.GetComponent<Animator>();
          if( doorAnimator != null )
          {
              bool open = doorAnimator.GetInteger( "DoorState" ) == 1;
              doorAnimator.SetInteger( "DoorState", open ? 2 : 1 );
          }
      }
  }
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avatar image MrSentient · Jun 07, 2019 at 04:19 PM 0
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Thank you so much the first method worked perfectly.

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