added tablet open animation
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This commit is contained in:
EthanPisani 2025-03-15 21:32:01 -04:00
parent 675c572cc7
commit a815e2b93d
18 changed files with 3297 additions and 265 deletions

File diff suppressed because it is too large Load Diff

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@ -1,33 +1,72 @@
using System;
using System.Collections;
using UnityEngine;
public class OpenDoor : MonoBehaviour
{
[SerializeField] private Animator myDoor = null;
[SerializeField] private Animator tabletAnimator = null;
[SerializeField] private GameObject tabletObject = null; // Reference to the tablet object
[SerializeField] public bool openTrigger = false;
[SerializeField] private string animationFile = "DoorAnimation.013";
[SerializeField] private bool playTabletAnimation = true;
private void OnTriggerEnter(Collider other)
{
if (other.CompareTag("Player")){
if (other.CompareTag("Player"))
{
Debug.Log("Player has entered the trigger I am: " + gameObject.name);
if (!openTrigger){
// check that the animation is the same as the myDoor
if (myDoor == null){
if (!openTrigger)
{
if (myDoor == null)
{
Debug.LogError("myDoor is null");
return;
}
if (string.IsNullOrEmpty(animationFile)){
Debug.LogError("animationFile is null or empty");
if (tabletObject == null)
{
Debug.LogError("tabletObject is null");
return;
}
Debug.Log("Playing animation: " + animationFile);
myDoor.Play(animationFile, 0, 0.0f);
gameObject.SetActive(false);
// open door or play tablet open animation
if (playTabletAnimation)
{
tabletAnimator.Play("Tablet_Open", 0, 0.0f);
}
else
{
myDoor.Play(animationFile, 0, 0.0f);
}
// Start waiting for the puzzle to complete
StartCoroutine(WaitForPuzzleCompletion());
}
}
}
private IEnumerator WaitForPuzzleCompletion()
{
var puzzleScript = tabletObject.GetComponent<TabletScript>(); // Assuming the script is named "TabletScript"
if (puzzleScript == null)
{
Debug.LogError("TabletScript component not found on tabletObject");
yield break;
}
// Wait until the puzzle is complete
yield return new WaitUntil(() => puzzleScript.puzzleComplete);
Debug.Log("Puzzle completed! Playing animations...");
// Play the tablet close animation
if (playTabletAnimation)
{
tabletAnimator.Play("Tablet_Close", 0, 0.0f);
yield return new WaitForSeconds(1f);
}
// Play the door open animation
myDoor.Play(animationFile, 0, 0.0f);
gameObject.SetActive(false);
}
}

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@ -0,0 +1,37 @@
using UnityEngine;
public class TabletController : MonoBehaviour
{
[SerializeField] Animator TabletAnimator;
private bool isShowing = false;
private bool isMoving = false;
void Update()
{
// calculate if player is moving
if (Input.GetKeyDown(KeyCode.W) || Input.GetKeyDown(KeyCode.A) || Input.GetKeyDown(KeyCode.S) || Input.GetKeyDown(KeyCode.D))
{
isMoving = true;
}
else if (Input.GetKeyUp(KeyCode.W) || Input.GetKeyUp(KeyCode.A) || Input.GetKeyUp(KeyCode.S) || Input.GetKeyUp(KeyCode.D))
{
isMoving = false;
}
if (Input.GetKeyDown(KeyCode.T) && !isMoving)
{
// if is not showing play tablet open animation
if (!isShowing)
{
TabletAnimator.Play("Tablet_Open");
}
// if is showing play tablet close animation
else
{
TabletAnimator.Play("Tablet_Close");
}
isShowing = !isShowing; // Toggle state
}
}
}

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using UnityEngine;
public class TabletScript : MonoBehaviour
{
// Start is called once before the first execution of Update after the MonoBehaviour is created
public bool puzzleComplete = false;
void Start()
{
}
// Update is called once per frame
void Update()
{
}
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