Reputation: 11319
This script is attached to the doors, There are many doors:
using UnityEngine;
using System.Collections;
public class HoriDoorManager : MonoBehaviour
{
public DoorHori door1;
public DoorHori door2;
public bool doorLockState;
void OnTriggerEnter()
{
if (doorLockState == false)
{
if (door1 != null)
{
door1.OpenDoor();
}
if (door2 != null)
{
door2.OpenDoor();
}
}
}
}
And this script is attached to one empty GameObject:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class DoorsLockManager : MonoBehaviour
{
public bool locked;
public bool lockStateRealTime = false;
public Renderer rend;
private Shader unlitcolor;
private GameObject[] doorPlanes;
private void Start()
{
doorPlanes = GameObject.FindGameObjectsWithTag("DoorPlane");
ChangeColors(new Color32(255, 0, 0, 255), new Color32(0, 255, 0, 255));
}
private void ChangeMaterialSettings()
{
unlitcolor = Shader.Find("Unlit/Color");
rend.material.shader = unlitcolor;
rend.material.SetFloat("_Metallic", 1);
}
private void ChangeColors(Color32 lockedColor, Color32 unlockedColor)
{
for (int i = 0; i < doorPlanes.Length; i++)
{
rend = doorPlanes[i].GetComponent<Renderer>();
ChangeMaterialSettings();
if (locked)
{
rend.material.color = lockedColor;
}
else
{
rend.material.color = unlockedColor;
}
}
}
// Update is called once per frame
void Update()
{
if (lockStateRealTime)
{
ChangeColors(new Color32(255, 0, 0, 255), new Color32(0, 255, 0, 255));
lockStateRealTime = false;
}
}
}
And last script that make the doors open and close:
using UnityEngine;
using System.Collections;
public class DoorHori : MonoBehaviour {
public float translateValue;
public float easeTime;
public OTween.EaseType ease;
public float waitTime;
private Vector3 StartlocalPos;
private Vector3 endlocalPos;
private void Start(){
StartlocalPos = transform.localPosition;
gameObject.isStatic = false;
}
public void OpenDoor(){
OTween.ValueTo( gameObject,ease,0.0f,-translateValue,easeTime,0.0f,"StartOpen","UpdateOpenDoor","EndOpen");
GetComponent<AudioSource>().Play();
}
private void UpdateOpenDoor(float f){
Vector3 pos = transform.TransformDirection( new Vector3( 1,0,0));
transform.localPosition = StartlocalPos + pos*f;
}
private void UpdateCloseDoor(float f){
Vector3 pos = transform.TransformDirection( new Vector3( -f,0,0)) ;
transform.localPosition = endlocalPos-pos;
}
private void EndOpen(){
endlocalPos = transform.localPosition ;
StartCoroutine( WaitToClose());
}
private IEnumerator WaitToClose(){
yield return new WaitForSeconds(waitTime);
OTween.ValueTo( gameObject,ease,0.0f,translateValue,easeTime,0.0f,"StartClose","UpdateCloseDoor","EndClose");
GetComponent<AudioSource>().Play();
}
}
When the locked flag is true in the DoorsLockManager script I want to make that the doors will not open in the HoriDoorManager and if the flag is false in DoorsLockManager then open the doors on HoriDoorManager.
Upvotes: 0
Views: 80
Reputation: 551
One possible way is to make the DoorsLockManager's locked variable a static variable then Let HoriDoorManager use that for checking via if(DoorsLockManager.locked)
.
Another way is to convert DoorsLockManager to a Singleton so that the locked variable will remain a class variable.
Upvotes: 4