Five night's at freddy's

I’m trying to make a script for a knock-off five night’s at freddy’s game, but with other characters, and i have a power system, but when it reaches 0, i need to know how to make the character go to the left door and the song start playing
//This script is a part of Five Nights at Teddy’s Project by Dima Vulgerstal
//vulgerstal@gmail.com youtube.com/vulgerstal

#pragma strict
var playerCamera : GameObject;
var spawnPointOne : Transform;
var spawnPointTwo : Transform;
var spawnPointThree : Transform;
var spawnPointFour : Transform;
var spawnPointFive : Transform;
var spawnPreAttack : Transform;
var spawnPreAttackTwo : Transform;
var spawnAttack: Transform;
var spawnNeutral : Transform;
var whoToMove : GameObject;
var enough : boolean;
var spawnPosition : int;
var youAreDead : boolean;
var youAreDeadTwo : boolean;
var bearSound : AudioClip;
var doorRbutton : GameObject;
var doorLbutton : GameObject;
var speed : float; //5
var randomTime : float;
var busy : boolean;
var weAreGood : boolean = true;
var gameOver : boolean;
var suddenAttackPosition : int = 0;
var b : int = 8;
var done : boolean;

var isPlaying : boolean;
var notPlaying : boolean;
var wasPlayed : boolean;
var wasStopped : boolean;
var wasListened : boolean;

var jumpScareLight : GameObject;
var eyes : GameObject;

function SuddenAttack()
{

wasPlayed = isPlaying;
wasStopped = notPlaying;

if(playerCamera.GetComponent(ShowHideCameraButton).darkness.audio.isPlaying) { isPlaying=true; eyes.active = true;}
if(!playerCamera.GetComponent(ShowHideCameraButton).darkness.audio.isPlaying && isPlaying) { notPlaying=true; }

if(wasPlayed && wasStopped)
{
if(!wasListened)
{
//Some action like 'var lol=35; //Right After Music Stops We Can Do something Once!
/*if(suddenAttackPosition == 1 || suddenAttackPosition == 2 ) //Right */ if(suddenAttackPosition == 1991)
{
speed = 15;
whoToMove.transform.position = spawnPointTwo.transform.position;
whoToMove.transform.rotation = spawnPointTwo.transform.rotation;
playerCamera.GetComponent(ShowHideCameraButton).doorRcounter=1;
SuddenAttackFromRight();
//ItEntersFromRight();
}
/*if(suddenAttackPosition == 3 || suddenAttackPosition == 4 ) //Left */
if(suddenAttackPosition == 3 || suddenAttackPosition == 4 || suddenAttackPosition == 1 || suddenAttackPosition == 2)
{
speed = 15;
whoToMove.transform.position = spawnPointFive.transform.position;
whoToMove.transform.rotation = spawnPointFive.transform.rotation;
SuddenAttackFromLeft();
//ItEntersFromLeft();
}

wasListened = true;
}
}

}

function Start () { spawnPosition = Random.Range(1, 5); /1,4/ }
function Update ()
{

SuddenAttack();

//UNif(Input.GetKey(KeyCode.M)/wasListened && !done /|| /gameOver && //!playerCamera.GetComponent(ShowHideCameraButton).darkness.audio.isPlaying && !done/)
//UN {
//if(suddenAttackPosition == 1 || suddenAttackPosition == 2) //Right
//{
//UN speed = 15;
//gameOver=true;
//playerCamera.GetComponent(ShowHideCameraButton).doorRcounter=1;
//UN whoToMove.transform.position = spawnPointTwo.transform.position; //spawnPreAttack
//UN whoToMove.transform.rotation = spawnPointTwo.transform.rotation;
//SuddenAttackFromRight();
//playerCamera.GetComponent(ShowHideCameraButton).doorRcounter=1;
//UN ItEntersFromRight();
//var stepA : float = speed * Time.deltaTime;
//whoToMove.transform.position = Vector3.MoveTowards(whoToMove.transform.position, spawnPreAttack.position, stepA);
//UN done = true;
//}
//UN } //if(wasListened) <<<==================

//UNCOMMENT2DASHESif(Input.GetKey(KeyCode.N)/*wasListened && !done //|| /gameOver && //!playerCamera.GetComponent(ShowHideCameraButton).darkness.audio.isPlaying && !done/)
//UN{
//if(suddenAttackPosition == 3 || suddenAttackPosition == 4) //Left
//{
//UN speed = 15; //15
//gameOver=true;
//doorLbutton.GetComponent(DoorButton).opened = false;
//UN whoToMove.transform.position = spawnPointFive.transform.position; //spawnPreAttackTwo
//UN whoToMove.transform.rotation = spawnPointFive.transform.rotation;
//SuddenAttackFromLeft();
//UN ItEntersFromLeft();
//var stepB : float = speed * Time.deltaTime;
//whoToMove.transform.position = Vector3.MoveTowards(whoToMove.transform.position, spawnPreAttackTwo.position, stepB);
//UN done = true;
//}
//UN}

randomTime -= Time.deltaTime;
if(randomTime<0){randomTime=0; busy=false;}

if(playerCamera.GetComponent(ShowHideCameraButton).weAreWatching && !enough)
{
ItIsSpawning();
}
if(!playerCamera.GetComponent(ShowHideCameraButton).weAreWatching && enough)
{
enough=false;
}

if(/playerCamera.GetComponent(ShowHideCameraButton)./weAreGood)
{
ItIsWalking();
ItEntersFromRight();
ItEntersFromLeft();
}
}

function ItIsSpawning()
{
spawnPosition = Random.Range(1, 6); //1, 4;1, 5;
if(spawnPosition==1)
{
whoToMove.transform.position = spawnPointOne.transform.position;
whoToMove.transform.rotation = spawnPointOne.transform.rotation;
}
else if(spawnPosition==2)
{
whoToMove.transform.position = spawnPointTwo.transform.position;
whoToMove.transform.rotation = spawnPointTwo.transform.rotation;
}
else if(spawnPosition==3)
{
whoToMove.transform.position = spawnPointThree.transform.position;
whoToMove.transform.rotation = spawnPointThree.transform.rotation;
}
else if(spawnPosition==4)
{
whoToMove.transform.position = spawnPointFour.transform.position;
whoToMove.transform.rotation = spawnPointFour.transform.rotation;
}
else if(spawnPosition==5 && !doorLbutton.GetComponent(DoorButton).opened)
{
whoToMove.transform.position = spawnPointFive.transform.position;
whoToMove.transform.rotation = spawnPointFive.transform.rotation;
}
enough = true;
}

//if(doorLbutton.GetComponent(DoorButton).opened && whoToMove.transform.position == spawnPointFive.transform.position)
//{
// whoToMove.transform.position = spawnNeutral.position;
// whoToMove.transform.rotation = spawnNeutral.rotation;
//}

function ItIsWalking()
{
if(!busy)
{
busy=true;
randomTime = Random.Range(10.0,20.0); //5.0,15.0 //10,25
ItIsSpawning();
//randomTime -= Time.deltaTime;
//if(randomTime<0){randomTime=0; busy=false;}
//if(randomTime==0){
//ItIsSpawning();
}
}

/*
spawnPosition = Random.Range(1, 5); //1, 4
if(spawnPosition==1)
{
whoToMove.transform.position = spawnPointOne.transform.position;
whoToMove.transform.rotation = spawnPointOne.transform.rotation;
}
else if(spawnPosition==2)
{
whoToMove.transform.position = spawnPointTwo.transform.position;
whoToMove.transform.rotation = spawnPointTwo.transform.rotation;
}
else if(spawnPosition==3)
{
whoToMove.transform.position = spawnPointThree.transform.position;
whoToMove.transform.rotation = spawnPointThree.transform.rotation;
}
else if(spawnPosition==4)
{
whoToMove.transform.position = spawnPointFour.transform.position;
whoToMove.transform.rotation = spawnPointFour.transform.rotation;
}
yield WaitForSeconds(randomTime);
*/
//ItIsSpawning();
//enough = false;
//playerCamera.GetComponent(ShowHideCameraButton).weAreWatching = true;
//playerCamera.GetComponent(ShowHideCameraButton).weAreWatching=true;
//enough = true;
//playerCamera.GetComponent(ShowHideCameraButton).weAreWatching=false;
//enough = false;
//}

function ItEntersFromRight()
{

if(whoToMove.transform.position == spawnPointTwo.transform.position && playerCamera.GetComponent(ShowHideCameraButton).doorRcounter==1)
{ youAreDead=true; }
if(youAreDead)
{
var step : float = speed * Time.deltaTime;
whoToMove.transform.position = Vector3.MoveTowards(whoToMove.transform.position, spawnPreAttack.position, step);
}
if(whoToMove.transform.position == spawnPreAttack.transform.position && !doorRbutton.GetComponent(DoorButton).opened)
{
gameOver=false;
done=true;
jumpScareLight.light.enabled = true;
eyes.active = false;
playerCamera.GetComponent(PowerUsage).battery = 0;
playerCamera.GetComponent(Transform).position = playerCamera.GetComponent(ShowHideCameraButton).cameraPositionOne.transform.position;
playerCamera.GetComponent(Transform).rotation = playerCamera.GetComponent(ShowHideCameraButton).cameraPositionOne.transform.rotation;
youAreDead = false;
audio.clip = bearSound;
audio.Play();

//PLACE FOR TIMER

whoToMove.transform.position = spawnAttack.position;
whoToMove.transform.rotation = spawnAttack.rotation;
}
if(whoToMove.transform.position == spawnPreAttack.transform.position && doorRbutton.GetComponent(DoorButton).opened)
{
whoToMove.transform.position = spawnNeutral.position;
whoToMove.transform.rotation = spawnNeutral.rotation;
youAreDead = false;
}

}

function ItEntersFromLeft()
{

if(whoToMove.transform.position == spawnPointFive.transform.position && !doorLbutton.GetComponent(DoorButton).opened)
{ youAreDeadTwo=true; }

//if(whoToMove.transform.position == spawnPointFive.transform.position && playerCamera.GetComponent(ShowHideCameraButton).doorLcounter==1)
// { youAreDeadTwo=true; }

if(youAreDeadTwo)
{
var stepTwo : float = (speed/5) * Time.deltaTime;
whoToMove.transform.position = Vector3.MoveTowards(whoToMove.transform.position, spawnPreAttackTwo.position, stepTwo);

if(doorLbutton.GetComponent(DoorButton).opened)
{
whoToMove.transform.position = spawnNeutral.position;
whoToMove.transform.rotation = spawnNeutral.rotation;
}

}

if(whoToMove.transform.position == spawnPreAttackTwo.transform.position && !doorLbutton.GetComponent(DoorButton).opened)
{

gameOver=false;
done=true;
jumpScareLight.light.enabled = true;
eyes.active = false;
playerCamera.GetComponent(PowerUsage).battery = 0;
playerCamera.GetComponent(Transform).position = playerCamera.GetComponent(ShowHideCameraButton).cameraPositionOne.transform.position;
playerCamera.GetComponent(Transform).rotation = playerCamera.GetComponent(ShowHideCameraButton).cameraPositionOne.transform.rotation;
youAreDeadTwo = false;
audio.clip = bearSound;
audio.Play();

//PLACE FOR TIMER

whoToMove.transform.position = spawnAttack.position;
whoToMove.transform.rotation = spawnAttack.rotation;
}

}

function SuddenAttackFromRight()
{
var stepFour : float = speed * Time.deltaTime;
whoToMove.transform.position = Vector3.MoveTowards(whoToMove.transform.position, spawnPreAttack.position, stepFour);
}
if(whoToMove.transform.position == spawnPreAttack.transform.position)
{
gameOver=false;
done=true;
playerCamera.GetComponent(PowerUsage).battery = 0;
playerCamera.GetComponent(Transform).position = playerCamera.GetComponent(ShowHideCameraButton).cameraPositionOne.transform.position;
playerCamera.GetComponent(Transform).rotation = playerCamera.GetComponent(ShowHideCameraButton).cameraPositionOne.transform.rotation;
youAreDead = false;
audio.clip = bearSound;
audio.Play();
whoToMove.transform.position = spawnAttack.position;
whoToMove.transform.rotation = spawnAttack.rotation;
}

function SuddenAttackFromLeft()
{
var stepThree : float = (speed/5) * Time.deltaTime;
whoToMove.transform.position = Vector3.MoveTowards(whoToMove.transform.position, spawnPreAttackTwo.position, stepThree);
if(whoToMove.transform.position == spawnPreAttackTwo.transform.position)
gameOver=false;
done=true;
jumpScareLight.light.enabled = true;
eyes.active = false;
playerCamera.GetComponent(PowerUsage).battery = 0;
playerCamera.GetComponent(Transform).position = playerCamera.GetComponent(ShowHideCameraButton).cameraPositionOne.transform.position;
playerCamera.GetComponent(Transform).rotation = playerCamera.GetComponent(ShowHideCameraButton).cameraPositionOne.transform.rotation;
youAreDeadTwo = false;
audio.clip = bearSound;
audio.Play();
whoToMove.transform.position = spawnAttack.position;
whoToMove.transform.rotation = spawnAttack.rotation;
}

Such a mess. Use code tags if you expect anyone to make sense of the wall of text.

1 Like

I agree with Nubz, please paste this code into code tags. You do it by:

  1. Edit post
  2. Click on the sign beside “Media”, the one which has a arrow down called “Insert”
  3. Choose “Code”
  4. Paste it there

Thanks for posting this! You should use spoiler or code tags as mentioned above. Oh, my code is so messy! I never expected this “project” to be so popular - so I never made it comfortable to read. Sad but true.

So, well - I couldn’t understand what exactly You want except adding additional characters and making them go to the door on the left from the protagonist … You can contact be by commenting ( or doing some other YouTube interaction so I could notice You ) on my channel because I’m not frequent Unity Forums visitor. Thanks for “advertising” my “rip-off” here!

1 Like

let the code tag rage begin!

My eyes @¿@

Someone made an account specifically to insult everyone in here lol

hi everyone, i need help trying to make custom animatronics move around/ follow me in a custom map. but bi cant find any tutorials on how to do this.

Please create your own threads, don’t necro/hijack existing ones, especially wall-of-text ones from over 8 years ago.

Thanks.

1 Like