game: door open and close

player trigger slightly buggy
This commit is contained in:
kookiekenobi 2025-01-24 03:42:15 +08:00
parent c1f11e3852
commit 8bc67d4904
7 changed files with 603 additions and 2 deletions

View file

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@ -12,14 +12,19 @@ using UnityEngine;
public class Despawn : MonoBehaviour
{
/// <summary>
/// Destroy NPC object on trigger enter
/// </summary>
/// <param name="other"></param>
public void OnTriggerEnter(Collider other)
{
Debug.Log(other.name);
/*Debug.Log(other.name);*/
if (other.CompareTag("NPC"))
{
other.gameObject.SetActive(false);
Destroy(other.gameObject);
/*Debug.Log("NPC left");*/
}
}

100
SSLR/Assets/Scripts/Door.cs Normal file
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@ -0,0 +1,100 @@
/*
* Author: Livinia Poo
* Date: 24/1/25
* Description:
* Door opening for certain objects/conditions
*/
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Door : MonoBehaviour
{
/// <summary>
/// References and variables
/// </summary>
private GameManager gm;
[SerializeField] private GameObject doorLeft;
[SerializeField] private GameObject doorRight;
private bool doorOpened = false;
/// <summary>
/// Assigning Objects to variables
/// </summary>
void Start()
{
gm = FindObjectOfType<GameManager>();
if (gm == null)
{
Debug.LogError("GameManager not found!");
}
}
/// <summary>
/// Open door based on certain conditions
/// </summary>
/// <param name="other"></param>
void OnTriggerEnter(Collider other)
{
if (other.CompareTag("Player"))
{
if (!doorOpened)
{
if (!gm.dayEnded)
{
Debug.Log("Day hasn't ended!");
}
else
{
OpenDoor();
}
}
}
else if (other.CompareTag("NPC") && !doorOpened)
{
OpenDoor();
}
}
/// <summary>
/// Rotating door meshes
/// </summary>
void OpenDoor()
{
if (doorOpened) return;
Vector3 currentLeftRotation = doorLeft.transform.eulerAngles;
currentLeftRotation.y += 90;
doorLeft.transform.eulerAngles = currentLeftRotation;
Vector3 currentRightRotation = doorRight.transform.eulerAngles;
currentRightRotation.y -= 90;
doorRight.transform.eulerAngles = currentRightRotation;
doorOpened = true;
StartCoroutine(CloseDoorAfterDelay(0.75f));
}
/// <summary>
/// Close door after .75f delay
/// </summary>
/// <param name="delay"></param>
/// <returns></returns>
IEnumerator CloseDoorAfterDelay(float delay)
{
yield return new WaitForSeconds(delay);
Vector3 currentLeftRotation = doorLeft.transform.eulerAngles;
currentLeftRotation.y -= 90;
doorLeft.transform.eulerAngles = currentLeftRotation;
Vector3 currentRightRotation = doorRight.transform.eulerAngles;
currentRightRotation.y += 90;
doorRight.transform.eulerAngles = currentRightRotation;
doorOpened = false;
}
}

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@ -0,0 +1,40 @@
/*
* Author: Livinia Poo
* Date: 24/1/25
* Description:
* Game Manager
*/
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GameManager : MonoBehaviour
{
/// <summary>
/// Assign GM instance
/// </summary>
public static GameManager instance;
/// <summary>
/// References and Variables
/// </summary>
[SerializeField]
public bool dayEnded = false;
/// <summary>
/// Do Not Destroy on Load
/// </summary>
private void Awake()
{
if (instance == null)
{
instance = this;
DontDestroyOnLoad(gameObject);
}
else
{
Destroy(gameObject);
}
}
}

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@ -11,16 +11,26 @@ using UnityEngine;
public class NPCMovement : MonoBehaviour
{
/// <summary>
/// References and Variables
/// </summary>
public Transform[] walkPoints;
public float movementSpeed = 10.0f;
public float turnSpeed = 5.0f;
private int currentPtIndex = 0;
/// <summary>
/// Start the coroutine
/// </summary>
void Start()
{
StartCoroutine(Walking());
}
/// <summary>
/// Coroutine for NPC to walk to each point
/// </summary>
/// <returns></returns>
IEnumerator Walking()
{
while (currentPtIndex < walkPoints.Length)
@ -40,6 +50,7 @@ public class NPCMovement : MonoBehaviour
if (Vector3.Distance(transform.position, targetPt.position) < 0.1f)
{
/*Debug.Log($"Reached {currentPtIndex}");*/
currentPtIndex++;
if (currentPtIndex >= walkPoints.Length)