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){ //ShutDoor(currentDoor ); Door(doorShutSound,false,"doorshut",currentDoor); //Door(doorShutSound,false,"doorshut"); doorTimer =0.0f; } }*/ } /*void OnControllerColliderHit(ControllerColliderHit hit){ if (hit.gameObject.tag == "playerDoor" && doorIsOpen == false) { currentDoor =hit.gameObject; Door (doorOpenSound,true,"dooropen",currentDoor ); //OpenDoor(hit.gameObject); } }*/ /*void Door(AudioClip aClip,bool openCheck, string animName,GameObject thisDoor){ thisDoor.audio.PlayOneShot (aClip); doorIsOpen = openCheck; thisDoor.transform.parent.animation.Play (animName); }*/ /*void OpenDoor(GameObject door){ doorIsOpen = true; door.audio.PlayOneShot (doorOpenSound); door.transform.parent.animation.Play ("dooropen"); } void ShutDoor(GameObject door){ doorIsOpen = false; door.audio.PlayOneShot (doorShutSound); door.transform.parent.animation.Play ("doorshut"); }*/ }