using UnityEngine; using System.Collections; public class PlayerCollisions : MonoBehaviour { // bool doorIsOpen = false; // float doorTimer = 0.0f; // public float doorOpenTime = 3.0f; // public AudioClip doorOpenSound; // public AudioClip doorShutSound; GameObject currentDoor; // Use this for initialization void Start () { } // Update is called once per frame void Update () { RaycastHit hit; if (Physics.Raycast (transform.position, transform.forward, out hit, 3)) { if (hit.collider.gameObject.tag == "playerDoor") { currentDoor = hit.collider.gameObject; currentDoor.SendMessage ("DoorCheck"); } } // if (doorIsOpen) { // doorTimer += Time.deltaTime; // if (doorTimer > doorOpenTime) { // Door (doorShutSound, false, "doorshut",currentDoor); // doorTimer = 0.0f; // } // } } // void OnControllerColliderHit(ControllerColliderHit hit) { // if (hit.gameObject.tag == "playerDoor" && doorIsOpen == false) { // currentDoor = hit.gameObject; // Door (doorOpenSound, true, "dooropen",currentDoor); // } // } // void Door(AudioClip aClip, bool openCheck, string animName,GameObject thisDoor) { // thisDoor.audio.PlayOneShot (aClip); // doorIsOpen = openCheck; // thisDoor.transform.parent.animation.Play (animName); // } }