game: implement lift
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@ -1,7 +1,7 @@
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/*
|
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* author: ryan lin
|
||||
* date: 30/7/2024
|
||||
* description: 'standard' npc ai behaviour
|
||||
* description: 'standard' npc AI behaviour
|
||||
*/
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||||
|
||||
using System.Collections;
|
||||
|
@ -10,7 +10,7 @@
|
|||
using Random = System.Random;
|
||||
|
||||
/// <summary>
|
||||
/// 'standard' npc ai behaviour
|
||||
/// 'standard' npc AI behaviour
|
||||
/// </summary>
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public class AI : MonoBehaviour
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{
|
||||
|
|
238
RunningLateGame/Assets/Scripts/AICar.cs
Normal file
238
RunningLateGame/Assets/Scripts/AICar.cs
Normal file
|
@ -0,0 +1,238 @@
|
|||
/*
|
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* author: ryan lin
|
||||
* date: 30/7/2024
|
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* description: making the car go to a game object's position
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*/
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||||
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||||
using System.Collections;
|
||||
using UnityEngine;
|
||||
|
||||
/// <summary>
|
||||
/// making the car go to a game object's position
|
||||
/// </summary>
|
||||
public class AICar : MonoBehaviour
|
||||
{
|
||||
/// <summary>
|
||||
/// reference to the car model
|
||||
/// </summary>
|
||||
[SerializeField] private Transform carPosition;
|
||||
|
||||
/// <summary>
|
||||
/// the radius of which the car can stop in
|
||||
/// </summary>
|
||||
[SerializeField] private float stoppingDistance;
|
||||
|
||||
/// <summary>
|
||||
/// the speed of which the car needs to be at/under to when it is in the slowed state
|
||||
/// </summary>
|
||||
[SerializeField] private float slowingSpeed;
|
||||
|
||||
/// <summary>
|
||||
/// the radius that the car switches to the slowed state
|
||||
/// </summary>
|
||||
[SerializeField] private float slowingDistance;
|
||||
|
||||
/// <summary>
|
||||
/// the distance that the car is allowed to reverse
|
||||
/// </summary>
|
||||
[SerializeField] private float reverseDist;
|
||||
|
||||
/// <summary>
|
||||
/// the acceleration input for the car script
|
||||
/// </summary>
|
||||
private float _accelerationInput;
|
||||
|
||||
/// <summary>
|
||||
/// the angular input for the car script
|
||||
/// </summary>
|
||||
private float _angularDirection;
|
||||
|
||||
/// <summary>
|
||||
/// reference to the car script
|
||||
/// </summary>
|
||||
private CarController _car;
|
||||
|
||||
/// <summary>
|
||||
/// the current state the car is in for fsm
|
||||
/// </summary>
|
||||
private string _currentState;
|
||||
|
||||
/// <summary>
|
||||
/// the distance that the car is from the target
|
||||
/// </summary>
|
||||
private float _distanceToTarget;
|
||||
|
||||
/// <summary>
|
||||
/// the transform of the target
|
||||
/// </summary>
|
||||
private Transform _driveTarget;
|
||||
|
||||
private NextState _nextState;
|
||||
|
||||
/// <summary>
|
||||
/// the turn input for the car script
|
||||
/// </summary>
|
||||
private float _turnInput;
|
||||
|
||||
/// <summary>
|
||||
/// the car is in front or behind the target, a positive will be returned if the car is in front
|
||||
/// </summary>
|
||||
private float _verticalDirection;
|
||||
|
||||
/// <summary>
|
||||
/// initialise values
|
||||
/// </summary>
|
||||
private void Awake()
|
||||
{
|
||||
var hasChild = false;
|
||||
var i = 0;
|
||||
while (!hasChild)
|
||||
{
|
||||
var test = gameObject.transform.GetChild(i).gameObject;
|
||||
if (test.name == "Target")
|
||||
{
|
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_driveTarget = test.transform;
|
||||
hasChild = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
i++;
|
||||
}
|
||||
}
|
||||
|
||||
_car = GetComponent<CarController>();
|
||||
_nextState = NextState.Stopped;
|
||||
_currentState = "Stopped";
|
||||
StartCoroutine(_currentState);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// to update the next state value when it changes
|
||||
/// </summary>
|
||||
private void Update()
|
||||
{
|
||||
if (_nextState == NextState.Stopped)
|
||||
_currentState = "Stopped";
|
||||
else if (_nextState == NextState.Slowed)
|
||||
_currentState = "Slowed";
|
||||
else
|
||||
_currentState = "Driving";
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// is called at the end of states to call the next state
|
||||
/// </summary>
|
||||
private void ChangeState()
|
||||
{
|
||||
StartCoroutine(_currentState);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// a function that allows the car to steer
|
||||
/// </summary>
|
||||
private void Steering()
|
||||
{
|
||||
_angularDirection = Vector3.SignedAngle(carPosition.transform.forward,
|
||||
(_driveTarget.position - carPosition.transform.position).normalized, Vector3.up);
|
||||
if (_angularDirection < 0)
|
||||
_turnInput = -1;
|
||||
else
|
||||
_turnInput = 1;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// to put the car in a stopped state
|
||||
/// </summary>
|
||||
private IEnumerator Stopped()
|
||||
{
|
||||
while (_nextState != NextState.Stopped)
|
||||
{
|
||||
_distanceToTarget = Vector3.Distance(carPosition.position, _driveTarget.position);
|
||||
_car.braking = true;
|
||||
_accelerationInput = 0f;
|
||||
_turnInput = 0f;
|
||||
if (_distanceToTarget > stoppingDistance) _nextState = NextState.Slowed;
|
||||
yield return new WaitForSeconds(1);
|
||||
}
|
||||
|
||||
ChangeState();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// to put the car in a slowed state
|
||||
/// </summary>
|
||||
private IEnumerator Slowed()
|
||||
{
|
||||
_car.braking = false;
|
||||
while (_nextState != NextState.Slowed)
|
||||
{
|
||||
_verticalDirection = Vector3.Dot(carPosition.transform.forward,
|
||||
(_driveTarget.position - carPosition.transform.position).normalized);
|
||||
_distanceToTarget = Vector3.Distance(carPosition.position, _driveTarget.position);
|
||||
if (_verticalDirection > 0)
|
||||
{
|
||||
if (carPosition.GetComponent<Rigidbody>().velocity.magnitude > slowingSpeed)
|
||||
_accelerationInput = -1;
|
||||
else
|
||||
_accelerationInput = 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (_distanceToTarget < reverseDist)
|
||||
_accelerationInput = -1;
|
||||
else
|
||||
_accelerationInput = 1;
|
||||
}
|
||||
|
||||
Steering();
|
||||
SlowedCheck();
|
||||
_car.SetInputs(_accelerationInput, _turnInput);
|
||||
yield return new WaitForEndOfFrame();
|
||||
}
|
||||
|
||||
ChangeState();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// to put the car in a driving state
|
||||
/// </summary>
|
||||
private IEnumerator Driving()
|
||||
{
|
||||
_car.braking = false;
|
||||
while (_nextState != NextState.Driving)
|
||||
{
|
||||
_verticalDirection = Vector3.Dot(carPosition.transform.forward,
|
||||
(_driveTarget.position - carPosition.transform.position).normalized);
|
||||
_distanceToTarget = Vector3.Distance(carPosition.position, _driveTarget.position);
|
||||
_accelerationInput = 1;
|
||||
|
||||
|
||||
Steering();
|
||||
if (_distanceToTarget < slowingDistance) _nextState = NextState.Slowed;
|
||||
_car.SetInputs(_accelerationInput, _turnInput);
|
||||
yield return new WaitForEndOfFrame();
|
||||
}
|
||||
|
||||
ChangeState();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// a function to check if the car should be a slowed state
|
||||
/// </summary>
|
||||
private void SlowedCheck()
|
||||
{
|
||||
if (_distanceToTarget < stoppingDistance) _nextState = NextState.Stopped;
|
||||
|
||||
if (_distanceToTarget > slowingDistance) _nextState = NextState.Driving;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// enum of states that the car can be in
|
||||
/// </summary>
|
||||
private enum NextState
|
||||
{
|
||||
Slowed,
|
||||
Stopped,
|
||||
Driving
|
||||
}
|
||||
}
|
11
RunningLateGame/Assets/Scripts/AICar.cs.meta
Normal file
11
RunningLateGame/Assets/Scripts/AICar.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: bc82a40176164f02897928bd573bc2ca
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
85
RunningLateGame/Assets/Scripts/AIManager.cs
Normal file
85
RunningLateGame/Assets/Scripts/AIManager.cs
Normal file
|
@ -0,0 +1,85 @@
|
|||
/*
|
||||
* author: ryan lin
|
||||
* date: 08/08/2024
|
||||
* description: to cull and spawn AI people
|
||||
*/
|
||||
|
||||
using System.Collections;
|
||||
using UnityEngine;
|
||||
|
||||
/// <summary>
|
||||
/// to cull and spawn AI people
|
||||
/// </summary>
|
||||
public class AIManager : MonoBehaviour
|
||||
{
|
||||
/// <summary>
|
||||
/// a reference to the player
|
||||
/// </summary>
|
||||
public Transform player;
|
||||
|
||||
/// <summary>
|
||||
/// the distance of which the AI would be "killed"
|
||||
/// </summary>
|
||||
public float cullingDistance;
|
||||
|
||||
/// <summary>
|
||||
/// the prefab to spawn
|
||||
/// </summary>
|
||||
public GameObject aiPrefab;
|
||||
|
||||
/// <summary>
|
||||
/// the maximum number of AI that can be spawned at any time
|
||||
/// </summary>
|
||||
public int maxAI;
|
||||
|
||||
/// <summary>
|
||||
/// An array that contains the game objects of the AI objects
|
||||
/// </summary>
|
||||
private GameObject[] _ais;
|
||||
|
||||
/// <summary>
|
||||
/// a temporary float to find the distance between the player and the AI
|
||||
/// </summary>
|
||||
private float _distance;
|
||||
|
||||
/// <summary>
|
||||
/// to start the manager loop
|
||||
/// </summary>
|
||||
private void Start()
|
||||
{
|
||||
StartCoroutine(Manager());
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// to show the range in the inspector when the object is selected
|
||||
/// </summary>
|
||||
private void OnDrawGizmosSelected()
|
||||
{
|
||||
Gizmos.color = Color.yellow;
|
||||
Gizmos.DrawWireSphere(player.position, cullingDistance);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// to allow the IEnumerator to destroy or instantiate AI
|
||||
/// </summary>
|
||||
private IEnumerator Manager()
|
||||
{
|
||||
while (true)
|
||||
{
|
||||
// FIXME: feels weird
|
||||
_ais = GameObject.FindGameObjectsWithTag("AIs");
|
||||
if (_ais.Length < maxAI)
|
||||
{
|
||||
// var instance = Instantiate(aiPrefab, gameObject.transform);
|
||||
}
|
||||
|
||||
foreach (var i in _ais)
|
||||
{
|
||||
_distance = Vector3.Distance(i.transform.position, player.position);
|
||||
if (_distance > cullingDistance) Destroy(i.gameObject);
|
||||
}
|
||||
|
||||
yield return new WaitForSeconds(1);
|
||||
}
|
||||
}
|
||||
}
|
11
RunningLateGame/Assets/Scripts/AIManager.cs.meta
Normal file
11
RunningLateGame/Assets/Scripts/AIManager.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 6ed3090768dbec24b922f887029b3132
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -102,8 +102,8 @@ private void Awake()
|
|||
|
||||
_car = GetComponent<CarController>();
|
||||
_nextState = NextState.Stopped;
|
||||
|
||||
ChangeState();
|
||||
_currentState = "Stopped";
|
||||
StartCoroutine(_currentState);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -223,7 +223,7 @@ private void SlowedCheck()
|
|||
{
|
||||
if (_distanceToTarget < stoppingDistance) _nextState = NextState.Stopped;
|
||||
|
||||
if (_distanceToTarget > slowingDistance)_nextState = NextState.Driving;
|
||||
if (_distanceToTarget > slowingDistance) _nextState = NextState.Driving;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
|
|
@ -1,3 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
fileFormatVersion: 2
|
||||
guid: bc82a40176164f02897928bd573bc2ca
|
||||
timeCreated: 1722499203
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
|
|
@ -1,13 +1,14 @@
|
|||
/*
|
||||
* author: ryan lin
|
||||
* date: 08/08/2024
|
||||
* description: to cull and spawn AI people
|
||||
* description: to cull and spawn AI people
|
||||
*/
|
||||
|
||||
using System.Collections;
|
||||
using UnityEngine;
|
||||
|
||||
/// <summary>
|
||||
/// to cull and spawn AI people
|
||||
/// to cull and spawn AI people
|
||||
/// </summary>
|
||||
public class AIManager : MonoBehaviour
|
||||
{
|
||||
|
@ -22,7 +23,7 @@ public class AIManager : MonoBehaviour
|
|||
public float cullingDistance;
|
||||
|
||||
/// <summary>
|
||||
/// the prefab to spawn
|
||||
/// the prefab to spawn
|
||||
/// </summary>
|
||||
public GameObject aiPrefab;
|
||||
|
||||
|
@ -42,7 +43,7 @@ public class AIManager : MonoBehaviour
|
|||
private float _distance;
|
||||
|
||||
/// <summary>
|
||||
/// to start the
|
||||
/// to start the manager loop
|
||||
/// </summary>
|
||||
private void Start()
|
||||
{
|
||||
|
@ -50,7 +51,7 @@ private void Start()
|
|||
}
|
||||
|
||||
/// <summary>
|
||||
/// to show the range in the inspector
|
||||
/// to show the range in the inspector when the object is selected
|
||||
/// </summary>
|
||||
private void OnDrawGizmosSelected()
|
||||
{
|
||||
|
@ -80,7 +81,5 @@ private IEnumerator Manager()
|
|||
|
||||
yield return new WaitForSeconds(1);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
|
@ -8,7 +8,6 @@
|
|||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Serialization;
|
||||
|
||||
/// <summary>
|
||||
/// a controller for the car
|
||||
|
@ -30,7 +29,7 @@ public enum Axel
|
|||
public float motorTorque;
|
||||
|
||||
/// <summary>
|
||||
/// the angle that the wheels turn when the car turns
|
||||
/// the angle that the wheels turn when the car turns
|
||||
/// </summary>
|
||||
public float turnAngle;
|
||||
|
||||
|
|
|
@ -41,34 +41,34 @@ public enum DoorType
|
|||
/// <summary>
|
||||
/// a bool to check if the door is open
|
||||
/// </summary>
|
||||
private bool _isOpen;
|
||||
[HideInInspector] public bool isOpen;
|
||||
|
||||
/// <summary>
|
||||
/// a bool to check if the door is opening
|
||||
/// </summary>
|
||||
private bool _opening;
|
||||
[HideInInspector] public bool opening;
|
||||
|
||||
/// <summary>
|
||||
/// to interact with the door
|
||||
/// </summary>
|
||||
public override void Interact()
|
||||
{
|
||||
if (!_opening) StartCoroutine(OpenDoor());
|
||||
if (!opening) StartCoroutine(OpenDoor());
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// to open the door
|
||||
/// </summary>
|
||||
private IEnumerator OpenDoor()
|
||||
public IEnumerator OpenDoor()
|
||||
{
|
||||
_opening = true;
|
||||
opening = true;
|
||||
float currentDuration = 0;
|
||||
while (_opening)
|
||||
while (opening)
|
||||
{
|
||||
currentDuration += Time.deltaTime;
|
||||
var t = currentDuration / duration;
|
||||
foreach (var variable in doors)
|
||||
if (!_isOpen)
|
||||
if (!isOpen)
|
||||
{
|
||||
if (variable.type == DoorType.Sliding)
|
||||
variable.doorObject.transform.localPosition = Vector3.Lerp(variable.startPosition,
|
||||
|
@ -95,8 +95,8 @@ private IEnumerator OpenDoor()
|
|||
if (currentDuration >= duration)
|
||||
{
|
||||
currentDuration = 0;
|
||||
_opening = false;
|
||||
_isOpen = !_isOpen;
|
||||
opening = false;
|
||||
isOpen = !isOpen;
|
||||
}
|
||||
|
||||
yield return new WaitForEndOfFrame();
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
/*
|
||||
* authors: mark joshwel
|
||||
* authors: mark joshwel, ryan lin
|
||||
* date: 10/8/2024
|
||||
* description: lift button behaviour implementation
|
||||
*/
|
||||
|
@ -11,13 +11,23 @@
|
|||
/// </summary>
|
||||
public class LiftButtonInteractable : CommonInteractable
|
||||
{
|
||||
/// <summary>
|
||||
/// the number of floors the lift will move
|
||||
/// </summary>
|
||||
public int floorsMoved;
|
||||
|
||||
/// <summary>
|
||||
/// the lift the button is controlling
|
||||
/// </summary>
|
||||
[SerializeField] private LiftController liftController;
|
||||
|
||||
[SerializeField] private Door door;
|
||||
|
||||
/// <summary>
|
||||
/// a function to interact with the lift
|
||||
/// </summary>
|
||||
public override void Interact()
|
||||
{
|
||||
|
||||
if (!liftController.moving && !door.isOpen) StartCoroutine(liftController.Move(floorsMoved));
|
||||
}
|
||||
}
|
|
@ -1,9 +1,10 @@
|
|||
/*
|
||||
* authors: mark joshwel
|
||||
* authors: ryan lin, mark joshwel
|
||||
* date: 10/8/2024
|
||||
* description: lift behaviour implementation
|
||||
*/
|
||||
|
||||
using System.Collections;
|
||||
using UnityEngine;
|
||||
|
||||
/// <summary>
|
||||
|
@ -11,4 +12,76 @@
|
|||
/// </summary>
|
||||
public class LiftController : MonoBehaviour
|
||||
{
|
||||
}
|
||||
/// <summary>
|
||||
/// height of each level
|
||||
/// </summary>
|
||||
public float levelHeight;
|
||||
|
||||
/// <summary>
|
||||
/// the time it takes for the lift to move from one floor to another
|
||||
/// </summary>
|
||||
public float duration;
|
||||
/// <summary>
|
||||
/// a bool to check if the lift is moving
|
||||
/// </summary>
|
||||
[HideInInspector] public bool moving;
|
||||
/// <summary>
|
||||
/// the current time of the lift moving for lerps
|
||||
/// </summary>
|
||||
private float _currentTime;
|
||||
/// <summary>
|
||||
/// the door of the lift
|
||||
/// </summary>
|
||||
private Door _liftDoor;
|
||||
/// <summary>
|
||||
/// the start position of the lift
|
||||
/// </summary>
|
||||
private Vector3 _start;
|
||||
/// <summary>
|
||||
/// the target position of the lift
|
||||
/// </summary>
|
||||
private Vector3 _target;
|
||||
/// <summary>
|
||||
/// initialisation function
|
||||
/// </summary>
|
||||
private void Start()
|
||||
{
|
||||
_liftDoor = transform.parent.GetComponentInChildren<Door>();
|
||||
DoorCloser();
|
||||
}
|
||||
/// <summary>
|
||||
/// to check if the door is open and call a function to close it
|
||||
/// </summary>
|
||||
public void DoorCloser()
|
||||
{
|
||||
Debug.Log("DoorCloser");
|
||||
if (_liftDoor.isOpen && !_liftDoor.opening)
|
||||
Invoke(nameof(CloseDoor), 2f);
|
||||
Invoke(nameof(DoorCloser), 2f);
|
||||
}
|
||||
/// <summary>
|
||||
/// to close the door
|
||||
/// </summary>
|
||||
public void CloseDoor()
|
||||
{
|
||||
_liftDoor.Interact();
|
||||
}
|
||||
/// <summary>
|
||||
/// to move the lift
|
||||
/// </summary>
|
||||
public IEnumerator Move(int floorsMoved)
|
||||
{
|
||||
moving = true;
|
||||
_start = transform.position;
|
||||
_target = new Vector3(_start.x, _start.y + levelHeight * floorsMoved, _start.z);
|
||||
_currentTime = 0;
|
||||
while (_currentTime < duration)
|
||||
{
|
||||
_currentTime += Time.deltaTime;
|
||||
transform.position = Vector3.Lerp(_start, _target, _currentTime / duration);
|
||||
yield return null;
|
||||
}
|
||||
|
||||
moving = false;
|
||||
}
|
||||
}
|
31
RunningLateGame/Assets/Scripts/LiftDoorController.cs
Normal file
31
RunningLateGame/Assets/Scripts/LiftDoorController.cs
Normal file
|
@ -0,0 +1,31 @@
|
|||
/*
|
||||
* authors: ryan lin
|
||||
* date: 11/8/2024
|
||||
* description: the lift door controller
|
||||
*/
|
||||
|
||||
using UnityEngine;
|
||||
|
||||
/// <summary>
|
||||
/// the lift door controller
|
||||
/// </summary>
|
||||
public class LiftDoorController : CommonInteractable
|
||||
{
|
||||
/// <summary>
|
||||
/// the door that is being controlled
|
||||
/// </summary>
|
||||
[SerializeField] private Door door;
|
||||
|
||||
/// <summary>
|
||||
/// the lift controller that is being referenced
|
||||
/// </summary>
|
||||
[SerializeField] private LiftController liftController;
|
||||
|
||||
/// <summary>
|
||||
/// to call the open door function
|
||||
/// </summary>
|
||||
public override void Interact()
|
||||
{
|
||||
if (!door.opening && !liftController.moving) StartCoroutine(door.OpenDoor());
|
||||
}
|
||||
}
|
11
RunningLateGame/Assets/Scripts/LiftDoorController.cs.meta
Normal file
11
RunningLateGame/Assets/Scripts/LiftDoorController.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 3a46a62138bd3774aa62b76560629f46
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
Reference in a new issue