I managed to condence the scripts down so I can prefab one row otherwise it took me 20+ scripts to get it working non bugged notice the "var script : sandmovement = gameObject.GetComponentInChildren(sandmovement);" anything parented to the game object can be grabbed with this script.
control box:
function OnTriggerStay(other: Collider) {
if (other.gameObject.tag == "Player") {
var script : sandmovement = gameObject.GetComponentInChildren(sandmovement);
script.moving = true;
}
}
function OnTriggerExit(other: Collider) {
if (other.gameObject.tag == "Player") {
var script : sandmovement = gameObject.GetComponentInChildren(sandmovement);
script.moving=false;
}
}
Sand Movement:
var moving = false;
var reveresed =false;
function Update () {
if(moving && reveresed){
rigidbody.transform.Translate(Vector3.down * 1* Time.deltaTime);
}
if (moving && !reveresed) {
rigidbody.transform.Translate(Vector3.up * 1* Time.deltaTime);
}
}
function OnTriggerEnter(other: Collider) {
if (other.gameObject.tag == "botcollider") {
reveresed = false;
}
if (other.gameObject.tag == "topcollider") {
reveresed = true;
}
}
Message Box:
function OnTriggerEnter(other: Collider) {
if (other.gameObject.tag == "sand") {
finalbox.touch1+=1;
}
}
function OnTriggerExit(other: Collider) {
if (other.gameObject.tag == "sand") {
finalbox.touch1-=1;
}
}
Final box:
static var touch1 = 0;
var minion: GameObject;
var puzzle: GameObject;
function OnTriggerStay(other: Collider) {
if (other.gameObject.tag == "Player") {
if(touch1 == 5){
Destroy(puzzle);
}
else{
Destroy(minion);
}
}
}
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