Why ?
Here is a script :
var ClosedDoor : GameObject;
var OpenedDoor : GameObject;
var MissionText : GameObject;
var ihaveKey = true;
var Missions : GameObject;
function OnTriggerEnter(){
if (ihaveKey == false){
MissionText.active = true;
Missions.active = false;
}
if(ihaveKey == true){
ClosedDoor.active = false;
OpenedDoor.active = true;
Missions.active = true;
}
}
function OnTriggerExit(){
Missions.active = true;
MissionText.active = false;
}
fafase
2
active
has been removed and replaced by
SetActive(bool);
system
3
fafase has a point, it should be like this:
var ClosedDoor : GameObject;
var OpenedDoor : GameObject;
var MissionText : GameObject;
var ihaveKey = true;
var Missions : GameObject;
function OnTriggerEnter(){
if (ihaveKey == false){
MissionText.SetActive(true);
Missions.SetActive(false);
}
if(ihaveKey == true){
ClosedDoor.SetActive(false);
OpenedDoor.SetActive(true);
Missions.SetActive(true);
}
}
function OnTriggerExit(){
Missions.SetActive(true);
MissionText.SetActive(false);
}