I have a cupboard with 2 cooliders - one for cupboard and one for it’s box.
When I press on the box, I want to open/close it. It worked fine, but now by some reason it only work when I press on the edge on the box. When click on the center, it don’t work.
Video: - YouTube
Here is the code, which play animation (open/close cupboard), when I press on the box:
public Animation[] animations;
public string[] animationName;
public bool playOneDirection; // should revert animation speed after second playing?
public AudioSource myAudioOpen;
public AudioSource myAudioClose;
private bool isDoorClosed;
private bool isAimationReadyToPlay = true;
private Collider thisCollider;
public void Start()
{
thisCollider = GetComponent<Collider>();
}
void Update ()
{
if (Input.GetButton("Fire1"))
if(DoPlayerLookAtButton() && isAimationReadyToPlay)
OpenCloseDoor();
}
bool DoPlayerLookAtButton()
{
RaycastHit _hit;
Ray _ray = Camera.main.ScreenPointToRay(new Vector3(Screen.width / 2, Screen.height / 2, 0));
bool isHit = Physics.Raycast(_ray, out _hit, 1.5f);
if (isHit && _hit.collider == thisCollider) return true;
else return false;
}
public void OpenCloseDoor()
{
if (!isDoorClosed) // Play animation with normal speed
{
myAudioOpen.Play();
for (int i = 0; i < animations.Length; i++)
{
animations_[animationName*].speed = 1.0f;*_
animations*.Play();*
}
}
if(playOneDirection)
return;
if (isDoorClosed) // Play animation with revert speed
{
myAudioClose.Play();
for (int i = 0; i < animations.Length; i++)
{
animations_[animationName*].speed = -1.0f;
animations[animationName].time = animations[animationName].length;_
_animations.Play();
}
}*_
StartCoroutine(“DelayBetweenAnimations”);
isDoorClosed = !isDoorClosed;
}
IEnumerator DelayBetweenAnimations()
{
isAimationReadyToPlay = false;
yield return new WaitForSeconds(0.5f);
isAimationReadyToPlay = true;
}