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How to make 2 doors with 2 diffrent keys
I have a door which I can open with a key. But I wanna make 2 doors with 2 diffrent keys. Here are the Scripts.
This one is the Script on the door: //Booleans: var IsOpen : boolean = false; var smooth = 2.0; var DoorOpenAngle = 90.0; var CanOpen : boolean = false; var NeedKey : boolean = true; private var enter : boolean; //Audios: var Locked : AudioClip; var Open : AudioClip; var Close : AudioClip; //Other: var KeyScript : GameObject; private var openRot : Vector3; private var defaultRot : Vector3; function Update () { if(Input.GetKeyUp(KeyCode.E) && !IsOpen && CanOpen && !NeedKey) { Opening(); IsOpen = true; audio.clip = Open; audio.PlayOneShot(Open); } else if(Input.GetKeyUp(KeyCode.E) && IsOpen && CanOpen && !NeedKey) { Closing(); IsOpen = false; audio.clip = Close; audio.PlayOneShot(Close); } else if(Input.GetKeyUp(KeyCode.E) && CanOpen && NeedKey) { audio.clip = Locked; audio.Play(); } if(KeyScript.GetComponent(Key).HaveKey == true) { NeedKey = false; } } function Start(){ defaultRot = transform.eulerAngles; openRot = new Vector3 (defaultRot.x, defaultRot.y + DoorOpenAngle, defaultRot.z); } function Opening() { for (var i = 0; i < 35; i++ ) { transform.eulerAngles = Vector3.Slerp(transform.eulerAngles, openRot, Time.deltaTime * smooth); yield WaitForSeconds(0.01); } } function Closing() { for (var i = 0; i < 35; i++) { transform.eulerAngles = Vector3.Slerp(transform.eulerAngles, defaultRot, Time.deltaTime * smooth); yield WaitForSeconds(0.01); } } function OnTriggerEnter (other : Collider) { if(other.gameObject.tag == "Player") { CanOpen = true; } } function OnTriggerExit (other : Collider) { if(other.gameObject.tag == "Player") { CanOpen = false; } } @script RequireComponent(AudioSource)
This Script is on the MainCamera: var ShowText : boolean = false; var Text : String = "You picked up a key"; var other : GameObject; function Update () { var hit : RaycastHit; var ray : Ray = camera.ViewportPointToRay (Vector3(0.5,0.5,0)); var fwd = transform.TransformDirection (Vector3.forward); Debug.DrawRay(transform.position, fwd * Length, Color.green); if(Physics.Raycast(ray, hit, Length)) { hitObject = hit.collider.gameObject; if(hitObject.gameObject.tag == "Key") { other.GetComponent(Crosshair).TextureChange(); if(Input.GetKeyUp(KeyCode.E)) { GetKey(); Destroy(hitObject); } } else if(hitObject.gameObject.tag == "Untagged") { other.GetComponent(Crosshair).BackToNormal(); } } else if(!Physics.Raycast(transform.position, transform.forward, hit, Length)) { other.GetComponent(Crosshair).BackToNormal(); } } function GetKey(){ HaveKey = true; ShowText = true; yield WaitForSeconds(3); ShowText = false; } function OnGUI(){ if(ShowText) { GUI.Label(Rect(Screen.width /2 -62.5, Screen.height /2 + 50, 200, 100), Text); } }
And this Script is on the MainCamera too:
var Length : float = 3;
static var HaveKey : boolean = false;
var ShowText : boolean = false;
var Text : String = "You picked up a key";
var other : GameObject;
function Update () {
var hit : RaycastHit;
var ray : Ray = camera.ViewportPointToRay (Vector3(0.5,0.5,0));
var fwd = transform.TransformDirection (Vector3.forward);
Debug.DrawRay(transform.position, fwd * Length, Color.green);
if(Physics.Raycast(ray, hit, Length))
{
hitObject = hit.collider.gameObject;
if(hitObject.gameObject.tag == "Key")
{
other.GetComponent(Crosshair).TextureChange();
if(Input.GetKeyUp(KeyCode.E))
{
GetKey();
Destroy(hitObject);
}
}
else if(hitObject.gameObject.tag == "Untagged")
{
other.GetComponent(Crosshair).BackToNormal();
}
}
else if(!Physics.Raycast(transform.position, transform.forward, hit, Length))
{
other.GetComponent(Crosshair).BackToNormal();
}
}
function GetKey(){
HaveKey = true;
ShowText = true;
yield WaitForSeconds(3);
ShowText = false;
}
function OnGUI(){
if(ShowText)
{
GUI.Label(Rect(Screen.width /2 -62.5, Screen.height /2 + 50, 200, 100), Text);
}
}`
The last scipt is for Crosshair. How can I make 2 diffrent keys for 2 diffrent doors now ?
Answer by darthbator · May 28, 2013 at 08:53 PM
You can even just check the gameObject itself. So store a reference to the gameObject of the key you want to use and then check if player.heldKey == requiredKey. That's probably how I would handle this. If you need more granular or accounting control you could wind up the keys and doors in hashrefs and then specifically "key" them together with strings.
Does it work too when I just tagged the key as key2:` if(hitObject.gameObject.tag == "$$anonymous$$ey2")`
and on the door script : if($$anonymous$$eyScript.GetComponent($$anonymous$$ey2).Have$$anonymous$$ey == true) { Need$$anonymous$$ey = false; }
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