Added Game Logic
Added chest logic for key press Added Door openning script Openning doors on start (for now) Added UI for chest openning
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48
3D blobici/Assets/Prefabs/Scripts/DoorAnimation.cs
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48
3D blobici/Assets/Prefabs/Scripts/DoorAnimation.cs
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using UnityEngine;
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{
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[SerializeField] private GameObject door;
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[SerializeField] private float openSpeed = 2.0f;
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void Start()
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{
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{
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{
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StartCoroutine(CloseDoor());
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{
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{
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{
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2
3D blobici/Assets/Prefabs/Scripts/DoorAnimation.cs.meta
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|
||||
GameObject playerInstance = Instantiate(Player, playerPos, Quaternion.identity, transform);
|
||||
Transform controllerObj = playerInstance.transform.Find("Player");
|
||||
if (controllerObj != null)
|
||||
{
|
||||
controllerObj.tag = "Player";
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning("Player prefab není přiřazený, hráč nebude umístěn do mapy.");
|
||||
}
|
||||
|
||||
/* ---------- Build the rest of rooms ---------- */
|
||||
@@ -231,8 +240,8 @@ public class MapGenManager : MonoBehaviour
|
||||
int count = Mathf.Max(1, Mathf.FloorToInt(dist / step));
|
||||
|
||||
Vector3 segPos = start + axis * (step * 0.5f);
|
||||
var door = Instantiate(CorridorStraight, segPos, rot, transform);
|
||||
//door.GetComponent<DoorController>()?.OpenDoor();
|
||||
var door = Instantiate(DoorCorridor, segPos, rot, transform);
|
||||
door.GetComponent<DoorAnimation>()?.ToggleDoor();
|
||||
|
||||
for (int i = 1; i < count; i++)
|
||||
{
|
||||
|
||||
@@ -5,20 +5,51 @@ public class ChestLogic : MonoBehaviour
|
||||
|
||||
private Animator animator;
|
||||
private bool isOpen = false;
|
||||
private bool isPlayerInRange = false;
|
||||
private GameObject canvas;
|
||||
|
||||
|
||||
// Start is called once before the first execution of Update after the MonoBehaviour is created
|
||||
void Start()
|
||||
{
|
||||
animator = GetComponent<Animator>();
|
||||
canvas = GameObject.Find("UI Canvas");
|
||||
if (canvas == null) Debug.LogWarning("ChestUIText GameObject not found in the scene. Please ensure it exists.");
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
if (!isPlayerInRange)
|
||||
return;
|
||||
if (Input.GetKeyDown(KeyCode.E)) // Detekce stisku klávesy E
|
||||
{
|
||||
Debug.Log("E key pressed");
|
||||
if (!isOpen)
|
||||
{
|
||||
animator.SetTrigger("Open");
|
||||
isOpen = true;
|
||||
|
||||
// Deactivate the ChestUIText when the chest is opened
|
||||
if (canvas != null)
|
||||
{
|
||||
Transform chestTextTransform = canvas.transform.Find("ChestUIText");
|
||||
if (chestTextTransform != null)
|
||||
{
|
||||
chestTextTransform.gameObject.SetActive(false);
|
||||
}
|
||||
}
|
||||
}
|
||||
/*else
|
||||
{
|
||||
animator.SetTrigger("Close");
|
||||
isOpen = false;
|
||||
}*/
|
||||
}
|
||||
}
|
||||
|
||||
private void OnMouseDown()
|
||||
/*private void OnMouseDown()
|
||||
{
|
||||
Debug.Log("Chest clicked");
|
||||
if (!isOpen)
|
||||
@@ -31,5 +62,51 @@ public class ChestLogic : MonoBehaviour
|
||||
animator.SetTrigger("Close");
|
||||
isOpen = false;
|
||||
}
|
||||
}*/
|
||||
private void OnTriggerEnter(Collider other)
|
||||
{
|
||||
// Check if the chest is not already open
|
||||
if (!isOpen)
|
||||
{
|
||||
if (other.CompareTag("Player"))
|
||||
{
|
||||
isPlayerInRange = true;
|
||||
Debug.Log("Player entered chest range");
|
||||
|
||||
// Activate the ChestUIText when the player enters the range
|
||||
if (canvas != null)
|
||||
{
|
||||
Transform chestTextTransform = canvas.transform.Find("ChestUIText");
|
||||
if (chestTextTransform != null)
|
||||
{
|
||||
chestTextTransform.gameObject.SetActive(true);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void OnTriggerExit(Collider other)
|
||||
{
|
||||
// Check if the chest is already open
|
||||
if (isOpen)
|
||||
return;
|
||||
|
||||
if (other.CompareTag("Player"))
|
||||
{
|
||||
isPlayerInRange = false;
|
||||
Debug.Log("Player left chest range");
|
||||
|
||||
// Deaktivate the ChestUIText when the player leaves the range
|
||||
if (canvas != null)
|
||||
{
|
||||
Transform chestTextTransform = canvas.transform.Find("ChestUIText");
|
||||
if (chestTextTransform != null)
|
||||
{
|
||||
chestTextTransform.gameObject.SetActive(false);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user