I made a ledderclimbing script and its have leddertrigger now its working perfectly but every Trigger working like leddertrigger how can i fix this problem
This is LedderTrigger script;
#pragma strict
var ChController : Transform;
var heightFactor : float = 3.2;
private var inside = false;
private var FPSInput : FPSWalkerEnhanced;
function Start ()
{
FPSInput = GetComponent (FPSWalkerEnhanced);
}
function OnTriggerEnter (theCollider : Collider)
{
if (theCollider.tag == "Ledder");
{
FPSInput.enabled = false;
inside = true;
}
}
function OnTriggerExit (theCollider : Collider)
{
if (theCollider.tag == "Ledder");
{
FPSInput.enabled = true;
inside = false;
}
}
function Update()
{
if (inside == true && Input.GetKey("w"))
{
ChController.transform.position += Vector3.up / heightFactor;
}
}
And another colliders script;
#pragma strict
var theDoor : Transform;
var theDoor2 : Transform;
private var drawGUI = false;
private var doorIsClosed = true;
function Update ()
{
if (drawGUI == true && Input.GetKeyDown(KeyCode.E))
{
changeDoorState();
}
}
function OnTriggerEnter (theCollider : Collider)
{
if (theCollider.tag == "Player")
{
drawGUI = true;
}
}
function OnTriggerExit (theCollider : Collider)
{
if (theCollider.tag == "Player")
{
drawGUI = false;
}
}
function OnGUI ()
{
if (drawGUI == true)
{
GUI.Box (Rect (Screen.width*0.5-51, 200, 102, 22), "Open Gates : E");
}
}
function changeDoorState ()
{
if (doorIsClosed == true)
{
yield WaitForSeconds(2);
theDoor.GetComponent.<Animation>().CrossFade("Open");
theDoor2.GetComponent.<Animation>().CrossFade("Open2");
doorIsClosed = false;
yield WaitForSeconds(3);
theDoor.GetComponent.<Animation>().CrossFade("Close");
theDoor2.GetComponent.<Animation>().CrossFade("Close2");
doorIsClosed = true;
}
}