Merge remote-tracking branch 'origin/master'
This commit is contained in:
commit
3ff42053c4
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GameObject:
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@ -1,149 +1,162 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Tilemaps;
|
||||
|
||||
public class NodeMap : MonoBehaviour
|
||||
{
|
||||
public Vector2Int mapSize;
|
||||
public Node[,] nodeGrid = new Node[0,0];
|
||||
public float cellSize;
|
||||
public TileData[] TileDatas;
|
||||
public Dictionary<TileBase, TileData> DataFromTiles = new Dictionary<TileBase, TileData>();
|
||||
public bool hasEverRun = false;
|
||||
public Tilemap tilemap;
|
||||
// Start is called before the first frame update
|
||||
void LateUpdate()
|
||||
{
|
||||
if (!hasEverRun){
|
||||
DataFromTiles = new Dictionary<TileBase, TileData>();
|
||||
foreach (var tileData in TileDatas)
|
||||
{
|
||||
foreach (var tile in tileData.Tiles)
|
||||
{
|
||||
DataFromTiles.Add(tile, tileData);
|
||||
}
|
||||
}
|
||||
|
||||
hasEverRun = true;
|
||||
CreateNodes();
|
||||
TileCheck();
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
public void TileCheck()
|
||||
{
|
||||
foreach (var n in nodeGrid)
|
||||
{
|
||||
Vector2Int gridPosition = n.gridPosition;
|
||||
|
||||
Vector3Int TileGridPosition = tilemap.WorldToCell(n.worldPosition);
|
||||
TileBase Tile = tilemap.GetTile(TileGridPosition);
|
||||
if (Tile == null) continue;
|
||||
if (!DataFromTiles.ContainsKey(Tile))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
n.walkable = DataFromTiles[Tile].walkable;
|
||||
}
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public void TeleportTo(GameObject g, Node node)
|
||||
{
|
||||
g.transform.position = node.worldPosition;
|
||||
}
|
||||
|
||||
public List<Node> GetNeighbours(Node node)
|
||||
{
|
||||
List<Node> neighbours = new List<Node>();
|
||||
|
||||
for (int x = -1; x <= 1; x++)
|
||||
{
|
||||
for (int y = -1; y <= 1; y++)
|
||||
{
|
||||
if (x == 0 && y == 0)
|
||||
continue;
|
||||
|
||||
int checkX = node.gridPosition.x + x;
|
||||
int checkY = node.gridPosition.y + y;
|
||||
|
||||
if (checkX >= 0 && checkX < mapSize.x && checkY >= 0 && checkY < mapSize.y)
|
||||
{
|
||||
Node item = nodeGrid[checkX, checkY];
|
||||
neighbours.Add(item);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return neighbours;
|
||||
}
|
||||
|
||||
|
||||
public void CreateNodes()
|
||||
{
|
||||
nodeGrid = new Node[mapSize.x, mapSize.y];
|
||||
for (int x = 0; x < nodeGrid.GetLength(0); x++)
|
||||
{
|
||||
for (int y = 0; y < nodeGrid.GetLength(1); y++)
|
||||
{
|
||||
Vector2Int gridPosition = new Vector2Int(x, y);
|
||||
nodeGrid[x, y] = new Node(gridPosition, GetWorldPosition(gridPosition));
|
||||
Vector3Int TileGridPosition = tilemap.WorldToCell(nodeGrid[x,y].worldPosition);
|
||||
TileBase Tile = tilemap.GetTile(TileGridPosition);
|
||||
|
||||
//nodeGrid[x, y].walkable = DataFromTiles[Tile].walkable;
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public Node NodeFromWorldPoint(Vector2 worldPosition)
|
||||
{
|
||||
float percentX = (worldPosition.x + mapSize.x / 2) / mapSize.x;
|
||||
float percentY = (worldPosition.y + mapSize.y / 2) / mapSize.y;
|
||||
percentX = Mathf.Clamp01(percentX);
|
||||
percentY = Mathf.Clamp01(percentY);
|
||||
|
||||
int x = Mathf.RoundToInt((mapSize.x - 1) * percentX);
|
||||
int y = Mathf.RoundToInt((mapSize.y - 1) * percentY);
|
||||
return nodeGrid[x, y];
|
||||
}
|
||||
|
||||
|
||||
public Vector3 GetWorldPosition(Vector2Int position)
|
||||
{
|
||||
Vector3 worldBottomLeft = transform.position - (Vector3.right * (mapSize.x / 2)) - (Vector3.up * (mapSize.y / 2));
|
||||
Vector3 worldPoint = worldBottomLeft + (Vector3.right * position.x) + (Vector3.up * position.y);
|
||||
Vector3 cellSizeOffset = new Vector3(cellSize / 2, cellSize / 2, 0);
|
||||
return worldPoint * cellSize + cellSizeOffset;
|
||||
}
|
||||
|
||||
public bool showIndividualNodes;
|
||||
|
||||
|
||||
public void OnDrawGizmos()
|
||||
{
|
||||
Gizmos.DrawWireCube(transform.position,new Vector3(mapSize.x,mapSize.y,1) * cellSize);
|
||||
if (!showIndividualNodes)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
foreach (var n in nodeGrid)
|
||||
{
|
||||
Vector3 size = Vector3.one * cellSize;
|
||||
Gizmos.DrawWireCube(n.worldPosition, size);
|
||||
}
|
||||
}
|
||||
}
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Tilemaps;
|
||||
|
||||
public class NodeMap : MonoBehaviour
|
||||
{
|
||||
public Vector2Int mapSize;
|
||||
public Node[,] nodeGrid = new Node[0,0];
|
||||
public float cellSize;
|
||||
public TileData[] TileDatas;
|
||||
public Dictionary<TileBase, TileData> DataFromTiles = new Dictionary<TileBase, TileData>();
|
||||
public bool hasEverRun = false;
|
||||
public Tilemap tilemap;
|
||||
// Start is called before the first frame update
|
||||
|
||||
|
||||
void Start()
|
||||
{
|
||||
DataFromTiles = new Dictionary<TileBase, TileData>();
|
||||
foreach (var tileData in TileDatas)
|
||||
{
|
||||
foreach (var tile in tileData.Tiles)
|
||||
{
|
||||
DataFromTiles.Add(tile, tileData);
|
||||
}
|
||||
}
|
||||
hasEverRun = true;
|
||||
CreateNodes();
|
||||
TileCheck();
|
||||
}
|
||||
|
||||
public void Generate()
|
||||
{
|
||||
DataFromTiles = new Dictionary<TileBase, TileData>();
|
||||
foreach (var tileData in TileDatas)
|
||||
{
|
||||
foreach (var tile in tileData.Tiles)
|
||||
{
|
||||
DataFromTiles.Add(tile, tileData);
|
||||
}
|
||||
}
|
||||
hasEverRun = true;
|
||||
CreateNodes();
|
||||
TileCheck();
|
||||
}
|
||||
|
||||
|
||||
|
||||
public void TileCheck()
|
||||
{
|
||||
foreach (var n in nodeGrid)
|
||||
{
|
||||
Vector2Int gridPosition = n.gridPosition;
|
||||
|
||||
Vector3Int TileGridPosition = tilemap.WorldToCell(n.worldPosition);
|
||||
TileBase Tile = tilemap.GetTile(TileGridPosition);
|
||||
if (Tile == null) continue;
|
||||
if (!DataFromTiles.ContainsKey(Tile))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
n.walkable = DataFromTiles[Tile].walkable;
|
||||
}
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public void TeleportTo(GameObject g, Node node)
|
||||
{
|
||||
g.transform.position = node.worldPosition;
|
||||
}
|
||||
|
||||
public List<Node> GetNeighbours(Node node)
|
||||
{
|
||||
List<Node> neighbours = new List<Node>();
|
||||
|
||||
for (int x = -1; x <= 1; x++)
|
||||
{
|
||||
for (int y = -1; y <= 1; y++)
|
||||
{
|
||||
if (x == 0 && y == 0)
|
||||
continue;
|
||||
|
||||
int checkX = node.gridPosition.x + x;
|
||||
int checkY = node.gridPosition.y + y;
|
||||
|
||||
if (checkX >= 0 && checkX < mapSize.x && checkY >= 0 && checkY < mapSize.y)
|
||||
{
|
||||
Node item = nodeGrid[checkX, checkY];
|
||||
neighbours.Add(item);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return neighbours;
|
||||
}
|
||||
|
||||
|
||||
public void CreateNodes()
|
||||
{
|
||||
nodeGrid = new Node[mapSize.x, mapSize.y];
|
||||
for (int x = 0; x < nodeGrid.GetLength(0); x++)
|
||||
{
|
||||
for (int y = 0; y < nodeGrid.GetLength(1); y++)
|
||||
{
|
||||
Vector2Int gridPosition = new Vector2Int(x, y);
|
||||
nodeGrid[x, y] = new Node(gridPosition, GetWorldPosition(gridPosition));
|
||||
Vector3Int TileGridPosition = tilemap.WorldToCell(nodeGrid[x,y].worldPosition);
|
||||
TileBase Tile = tilemap.GetTile(TileGridPosition);
|
||||
|
||||
//nodeGrid[x, y].walkable = DataFromTiles[Tile].walkable;
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public Node NodeFromWorldPoint(Vector2 worldPosition)
|
||||
{
|
||||
float percentX = (worldPosition.x + mapSize.x / 2) / mapSize.x;
|
||||
float percentY = (worldPosition.y + mapSize.y / 2) / mapSize.y;
|
||||
percentX = Mathf.Clamp01(percentX);
|
||||
percentY = Mathf.Clamp01(percentY);
|
||||
|
||||
int x = Mathf.RoundToInt((mapSize.x - 1) * percentX);
|
||||
int y = Mathf.RoundToInt((mapSize.y - 1) * percentY);
|
||||
return nodeGrid[x, y];
|
||||
}
|
||||
|
||||
|
||||
public Vector3 GetWorldPosition(Vector2Int position)
|
||||
{
|
||||
Vector3 worldBottomLeft = transform.position - (Vector3.right * (mapSize.x / 2)) - (Vector3.up * (mapSize.y / 2));
|
||||
Vector3 worldPoint = worldBottomLeft + (Vector3.right * position.x) + (Vector3.up * position.y);
|
||||
Vector3 cellSizeOffset = new Vector3(cellSize / 2, cellSize / 2, 0);
|
||||
return worldPoint * cellSize + cellSizeOffset;
|
||||
}
|
||||
|
||||
public bool showIndividualNodes;
|
||||
|
||||
|
||||
public void OnDrawGizmos()
|
||||
{
|
||||
Gizmos.DrawWireCube(transform.position,new Vector3(mapSize.x,mapSize.y,1) * cellSize);
|
||||
if (!showIndividualNodes)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
foreach (var n in nodeGrid)
|
||||
{
|
||||
Vector3 size = Vector3.one * cellSize;
|
||||
Gizmos.DrawWireCube(n.worldPosition, size);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1,142 +1,148 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using GUI_Scripts.ProceduralGeneration;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Tilemaps;
|
||||
using Random = UnityEngine.Random;
|
||||
using Vector2 = System.Numerics.Vector2;
|
||||
|
||||
public class TileMapGenerator : MonoBehaviour
|
||||
{
|
||||
// Start is called before the first frame update
|
||||
|
||||
public Tilemap ground, walls;
|
||||
public Tile ground1, wall1, corner_left_up, corner_left_down, corner_right_down, corner_right_up, left, right, up, down;
|
||||
public Graph graph;
|
||||
public List<Vector3> availablePos;
|
||||
|
||||
private void Start()
|
||||
{
|
||||
while (!Generate())
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
bool Generate()
|
||||
{
|
||||
Map map = new Map(new Vector2Int(100, 100));
|
||||
List<FloodFill> fillers = new List<FloodFill>();
|
||||
|
||||
|
||||
for (int i = 0; i < 60; i++)
|
||||
{
|
||||
FloodFill filler = new FloodFill(map, 1, new Vector2Int(Random.Range(0, 70), Random.Range(0, 70)));
|
||||
fillers.Add(filler);
|
||||
}
|
||||
map.Fill(fillers);
|
||||
|
||||
Graph graph = new Graph(map);
|
||||
foreach (var filler in fillers)
|
||||
{
|
||||
graph.graphNodes.Add(filler);
|
||||
}
|
||||
graph.Connect();
|
||||
Debug.Log(graph.checkConnectivity());
|
||||
|
||||
int count = fillers.Count;
|
||||
for (int i = 0; i < 101; i++)
|
||||
{
|
||||
GraphNode random = graph.graphNodes[Random.Range(0, graph.graphNodes.Count)];
|
||||
graph.removeNode(random);
|
||||
random.id = 2;
|
||||
|
||||
if (!graph.checkConnectivity())
|
||||
{
|
||||
graph.AddNode(random);
|
||||
random.id = 1;
|
||||
}
|
||||
|
||||
if (graph.graphNodes.Count < count / 2)
|
||||
{
|
||||
break;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
if (graph.graphNodes.Count > count * 0.8)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
GraphNode playerPosStart = graph.graphNodes[Random.Range(0, graph.graphNodes.Count)];
|
||||
Vector2Int startPos = playerPosStart.positions.ElementAt(Random.Range(0, playerPosStart.positions.Count));
|
||||
Vector3 possiblePos = default;
|
||||
foreach (var filler in fillers)
|
||||
{
|
||||
int id = filler.id;
|
||||
foreach (var pos in filler.positions)
|
||||
{
|
||||
if (id == 1)
|
||||
{
|
||||
ground.SetTile(new Vector3Int(pos.x,pos.y,0), ground1);
|
||||
possiblePos = new Vector3Int(pos.x, pos.y, 0);
|
||||
availablePos.Add(possiblePos);
|
||||
}
|
||||
else if (id == 2)
|
||||
{
|
||||
walls.SetTile(new Vector3Int(pos.x,pos.y,0), wall1);
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
walls.SetTile(new Vector3Int(-1,-1,0), corner_left_down);
|
||||
walls.SetTile(new Vector3Int(-1,100,0), corner_left_up);
|
||||
walls.SetTile(new Vector3Int(100,100,0), corner_right_up);
|
||||
walls.SetTile(new Vector3Int(100,-1,0), corner_right_down);
|
||||
|
||||
for (int i=0; i<100; i++){walls.SetTile(new Vector3Int(-1,i,0), left);}
|
||||
for (int i=0; i<100; i++){walls.SetTile(new Vector3Int(100,i,0), right);}
|
||||
for (int i=0; i<100; i++){walls.SetTile(new Vector3Int(i,-1,0), down);}
|
||||
for (int i=0; i<100; i++){walls.SetTile(new Vector3Int(i,100,0), up);}
|
||||
|
||||
|
||||
Debug.Log(startPos);
|
||||
Debug.Log("cell added");
|
||||
|
||||
GameObject Player = GameObject.FindWithTag("Player");
|
||||
Player.transform.position = randomCoordsForStanding();
|
||||
|
||||
//randomCoordsForStanding();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
public Vector3 randomCoordsForStanding()
|
||||
{
|
||||
//Tile test = new Tile();
|
||||
while (true)
|
||||
{
|
||||
int bound = availablePos.Count;
|
||||
int randomVal;
|
||||
randomVal = Random.Range(0, bound);
|
||||
|
||||
return availablePos[randomVal] + new Vector3( 0.5f, 0.5f, 0f);
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using GUI_Scripts.ProceduralGeneration;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Tilemaps;
|
||||
using Random = UnityEngine.Random;
|
||||
using Vector2 = System.Numerics.Vector2;
|
||||
|
||||
public class TileMapGenerator : MonoBehaviour
|
||||
{
|
||||
// Start is called before the first frame update
|
||||
|
||||
public Tilemap ground, walls;
|
||||
public Tile ground1, wall1, corner_left_up, corner_left_down, corner_right_down, corner_right_up, left, right, up, down;
|
||||
public Graph graph;
|
||||
public List<Vector3> availablePos;
|
||||
public bool generated=false;
|
||||
public bool nodeMapGenerated = false;
|
||||
|
||||
private void Start()
|
||||
{
|
||||
while (!(generated=Generate()))
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
if (generated && !nodeMapGenerated)
|
||||
{
|
||||
GameObject.FindObjectOfType<NodeMap>().Generate();
|
||||
nodeMapGenerated = true;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
bool Generate()
|
||||
{
|
||||
Map map = new Map(new Vector2Int(100, 100));
|
||||
List<FloodFill> fillers = new List<FloodFill>();
|
||||
|
||||
|
||||
for (int i = 0; i < 60; i++)
|
||||
{
|
||||
FloodFill filler = new FloodFill(map, 1, new Vector2Int(Random.Range(0, 70), Random.Range(0, 70)));
|
||||
fillers.Add(filler);
|
||||
}
|
||||
map.Fill(fillers);
|
||||
|
||||
Graph graph = new Graph(map);
|
||||
foreach (var filler in fillers)
|
||||
{
|
||||
graph.graphNodes.Add(filler);
|
||||
}
|
||||
graph.Connect();
|
||||
Debug.Log(graph.checkConnectivity());
|
||||
|
||||
int count = fillers.Count;
|
||||
for (int i = 0; i < 101; i++)
|
||||
{
|
||||
GraphNode random = graph.graphNodes[Random.Range(0, graph.graphNodes.Count)];
|
||||
graph.removeNode(random);
|
||||
random.id = 2;
|
||||
|
||||
if (!graph.checkConnectivity())
|
||||
{
|
||||
graph.AddNode(random);
|
||||
random.id = 1;
|
||||
}
|
||||
|
||||
if (graph.graphNodes.Count < count / 2)
|
||||
{
|
||||
break;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
if (graph.graphNodes.Count > count * 0.8)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
GraphNode playerPosStart = graph.graphNodes[Random.Range(0, graph.graphNodes.Count)];
|
||||
Vector2Int startPos = playerPosStart.positions.ElementAt(Random.Range(0, playerPosStart.positions.Count));
|
||||
Vector3 possiblePos = default;
|
||||
foreach (var filler in fillers)
|
||||
{
|
||||
int id = filler.id;
|
||||
foreach (var pos in filler.positions)
|
||||
{
|
||||
if (id == 1)
|
||||
{
|
||||
ground.SetTile(new Vector3Int(pos.x,pos.y,0), ground1);
|
||||
possiblePos = new Vector3Int(pos.x, pos.y, 0);
|
||||
availablePos.Add(possiblePos);
|
||||
}
|
||||
else if (id == 2)
|
||||
{
|
||||
walls.SetTile(new Vector3Int(pos.x,pos.y,0), wall1);
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
walls.SetTile(new Vector3Int(-1,-1,0), corner_left_down);
|
||||
walls.SetTile(new Vector3Int(-1,100,0), corner_left_up);
|
||||
walls.SetTile(new Vector3Int(100,100,0), corner_right_up);
|
||||
walls.SetTile(new Vector3Int(100,-1,0), corner_right_down);
|
||||
|
||||
for (int i=0; i<100; i++){walls.SetTile(new Vector3Int(-1,i,0), left);}
|
||||
for (int i=0; i<100; i++){walls.SetTile(new Vector3Int(100,i,0), right);}
|
||||
for (int i=0; i<100; i++){walls.SetTile(new Vector3Int(i,-1,0), down);}
|
||||
for (int i=0; i<100; i++){walls.SetTile(new Vector3Int(i,100,0), up);}
|
||||
|
||||
|
||||
Debug.Log(startPos);
|
||||
Debug.Log("cell added");
|
||||
|
||||
GameObject Player = GameObject.FindWithTag("Player");
|
||||
Player.transform.position = randomCoordsForStanding();
|
||||
|
||||
//randomCoordsForStanding();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
public Vector3 randomCoordsForStanding()
|
||||
{
|
||||
//Tile test = new Tile();
|
||||
while (true)
|
||||
{
|
||||
int bound = availablePos.Count;
|
||||
int randomVal;
|
||||
randomVal = Random.Range(0, bound);
|
||||
|
||||
return availablePos[randomVal] + new Vector3( 0.5f, 0.5f, 0f);
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
8
Assets/Scripts/REFACTORING/Story/Cementary.meta
Normal file
8
Assets/Scripts/REFACTORING/Story/Cementary.meta
Normal file
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: af373c4a2b82452468b4399aca61e8c5
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,45 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class TombstoneDoorBlock : MonoBehaviour
|
||||
{
|
||||
public GameObject bars;
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
bars = GameObject.Find("CatacombsDoor");
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
string tomb1 = PlayerPrefs.GetString("tombstone2");
|
||||
string tomb3 = PlayerPrefs.GetString("tombstone3");
|
||||
string tomb5 = PlayerPrefs.GetString("tombstone6");
|
||||
string tomb6 = PlayerPrefs.GetString("tombstone1");
|
||||
string tomb8 = PlayerPrefs.GetString("tombstone9");
|
||||
|
||||
if (tomb1 == "left" && tomb3 == "left" && tomb5 == "right" && tomb6 == "bottom" && tomb8 == "right")
|
||||
{
|
||||
if (gameObject.GetComponent<DoorBehaviour>())
|
||||
gameObject.GetComponent<DoorBehaviour>().isEnabled = true;
|
||||
|
||||
if (gameObject.GetComponent<AnimatedDoorBehaviour>())
|
||||
gameObject.GetComponent<AnimatedDoorBehaviour>().isEnabled = true;
|
||||
|
||||
bars.SetActive(false);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (gameObject.GetComponent<DoorBehaviour>())
|
||||
gameObject.GetComponent<DoorBehaviour>().isEnabled = false;
|
||||
|
||||
if (gameObject.GetComponent<AnimatedDoorBehaviour>())
|
||||
gameObject.GetComponent<AnimatedDoorBehaviour>().isEnabled = false;
|
||||
|
||||
bars.SetActive(true);
|
||||
}
|
||||
}
|
||||
}
|
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 261dfaba248bb5644becedc6c832e3ca
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
Loading…
Reference in New Issue
Block a user