Reputation: 19
this code does so when I press the A key or the B key, the elevator stops upwards on the first or second floor.
The question is
How do I modify the code that when the elevator is on the second floor, for example, and I press the A key again to make the elevator go down to the first floor?
Question two
If I replace
if (Input.GetKey (KeyCode.A)) {}
with this
if (Input.GetKeyUp (KeyCode.Keypad1)) {}
so the code does not work. Why?
Thank you for advice
Sorry for the bad English. Here is the code
public GameObject lift;
private bool keyHHit=false;
private bool keyHHitB=false;
void Update ()
{
if (Input.GetKey(KeyCode.B))
{
keyHHit=true;
}
if( keyHHit==true)
{
if(transform.localPosition.y >= 14.52)
{
transform.Translate(new Vector3(0, 0, 0) * 2 * Time.deltaTime, Space.Self);
}
else
{
transform.Translate(new Vector3(0, 2, 0) * 2 * Time.deltaTime, Space.Self);
}
}
if (Input.GetKey(KeyCode.A))
{
keyHHitB=true;
}
if( keyHHitB==true)
{
if(transform.localPosition.y >= 8.52)
{
transform.Translate(new Vector3(0, 0, 0) * 2 * Time.deltaTime, Space.Self);
}
else
{
transform.Translate(new Vector3(0, 2, 0) * 2 * Time.deltaTime, Space.Self);
//transform.Translate(Vector3.up * 0.05f);
}
}
}
Upvotes: 0
Views: 215
Reputation: 90659
So if I understand you correctly
you have two or 3 floors (doesn't matter, could be more later).
Once you press a button you want to move towards the target floor until you reach there. "Lock" input meanwhile
Once you reached a floor "unlock" Input again and allow to also go down if the current floor is above the target floor
I would use a Coroutine and Vector3.Lerp
for this.
First lets have a class for floors so it is easier to add additional floors later
[Serializable]
public class FloorSetting
{
public KeyCode Key;
public Vector3 Position;
}
Then simply have an array of all floors target positions and according keys
// Configure these floors in the Inspector
// simply add the entries you need and adjust buttons and target positions
[SerializeField] private FloorSetting[] floors;
[SerializeField] private float moveUnitsPerSecond = 1f;
// This flag is for blocking any Input while moving
// thus preventing concurrent routines
private bool isMoving;
private void Update()
{
// if already moving do nothing
if(isMoving) return;
// check if any of the configured keys was pressed and start moving
// towards the according position
foreach(var floor in floors)
{
// You want to use GetKeyDown to only get the first press event
// you don't care about continues press since you will keep moving automatically until reaching the floor
if(Input.GetKeyDown(floor.Key))
{
StartCoroutine(MoveRoutine(floor.Position));
}
}
}
private IEnumerator MoveRoutine(Vector3 targetPosition)
{
// block concurrent routine
if(isMoving) yield break;
isMoving = true;
// Get the duration of movement
var startPosition = transform.position;
var duration = Vector3.Distance(startPosition, targetPosition) / moveUnitsPerSecond;
// Move smoothly towards the target position and add some easing
var timePassed = 0f;
while(timePassed <= duration)
{
// A interpolation factor between 0 and 1
var factor = timePassed / duration;
// optionally add ease-in and out
factor = Mathf.SmoothStep(0, 1, factor);
// Set the position to an interpolated position between start and target depending on the factor
transform.position = Vector3.Lerp(startPosition, targetPosition, factor);
// increase by the time passed since last frame
timePassed += Time.deltaTime;
// Tells Unity to "pause" the routine here, render this frame
// and continue from here in the next frame
yield return null;
}
// Just to be sure in he end set it to hard position
transform.position = targetPosition;
// optionally add some cooldown in seconds
yield return new WaitForSeconds(1f);
// Release the lock so next move can start now
isMoving = false;
}
If you don't need the easing you could as well also implement it lot easier using Vector3.MoveTowards
like e.g.
while(!Mathf.Approximately(Vector3.Distance(transform.position, targetPosition), 0)
{
transform.position = Vector3.MoveTowards(transform.position, targetPosition, moveUnitsPerSecond);
yield return null;
}
transform.position = targetPosition;
Note: Typed on smartphone but I hope the idea gets clear
Upvotes: 1