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Question by Banana13 · May 28, 2013 at 08:08 PM · doorkeyopenkeys

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 ?

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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.

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avatar image Banana13 · May 29, 2013 at 06:38 AM 0
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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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Answer by Stormizin · May 28, 2013 at 08:13 PM

Set a ID for a key and which door the key open.

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