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Question by nedvdd42 · Feb 26, 2018 at 03:50 AM · variableprogramminggetcomponenttimerfloat

Trying to get doors to close after x time since the player has passed through the previous?

I'm making a game where the player has to get through a door before it closes, the door after that before it closes, and so on. But I want each door's timer to reset after the player passes through the previous door. I can't reset the timers properly, help? The script that detects if the player has passed is 'DoorPassed', and the script that closes the door is 'CloseDoor'.

DoorPassed: using System.Collections; using System.Collections.Generic; using UnityEngine;

public class LevelPass : MonoBehaviour { private bool passedLevel = false; public float realTimer; public int points = 0; //ignore this

 void OnTriggerEnter(Collider other)
 {
     if (other.CompareTag("Player"))
     {
         if (passedLevel == false)
         {
             levelPassed();
         }
     }
 }
 void levelPassed()
 {
     points = 5; //ignore this
     Debug.Log("Points Got!");//ignore this
     FindObjectOfType<Score>().AddScore(points);//ignore this
     passedLevel = true; //ignore this
     realTimer = 0;
     
 }

 void Update()
 {
     realTimer += Time.deltaTime;
 }

}

CloseDoor: using UnityEngine; using System.Collections; public class DoorClose : MonoBehaviour { public Transform target; public float delay; public LevelPass realTimer; public float timer; public float speed = 5f;

 // Update is called once per frame
 void Update()
 {
     timer = GetComponent<realTimer>();

     if (timer > delay)
     {
        transform.position = Vector3.MoveTowards(transform.position, target.position, speed);
     }
 }

}

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