we love deadlines #3
|
@ -1689,7 +1689,7 @@ PrefabInstance:
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propertyPath: m_LocalRotation.w
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|
13
Assets/props/doors/door1/DoorUnlock.cs
Normal file
13
Assets/props/doors/door1/DoorUnlock.cs
Normal file
|
@ -0,0 +1,13 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class DoorUnlock : Lockable
|
||||
{
|
||||
public override void StartUnlock(){
|
||||
return;
|
||||
}
|
||||
public override void FailedUnlock(){
|
||||
return;
|
||||
}
|
||||
}
|
11
Assets/props/doors/door1/DoorUnlock.cs.meta
Normal file
11
Assets/props/doors/door1/DoorUnlock.cs.meta
Normal file
|
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assetBundleVariant:
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@ -8,7 +8,7 @@ Material:
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_Name: postit UV 0
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m_Shader: {fileID: 4800000, guid: 05c011ffd97fbb34d86b3a2d3bf5b7a9, type: 3}
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m_Shader: {fileID: 10752, guid: 0000000000000000f000000000000000, type: 0}
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m_ValidKeywords: []
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m_InvalidKeywords:
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- VIGNETTE_MASKED
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|
@ -3026,7 +3026,7 @@ Material:
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- _MochieSpecularTint: {r: 1, g: 1, b: 1, a: 1}
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- _MultilayerMathBlurMapPan: {r: 0, g: 0, b: 0, a: 0}
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- _NormalCorrectOrigin: {r: 0, g: 0.4, b: -0.025, a: 1}
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- _OutlinePersonaDirection: {r: 1, g: 0, b: 0, a: 0}
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|
8
Assets/scripts.meta
Normal file
8
Assets/scripts.meta
Normal file
|
@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 838404684af601d4599d686ccbcec4b3
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userData:
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33
Assets/scripts/Lockable.cs
Normal file
33
Assets/scripts/Lockable.cs
Normal file
|
@ -0,0 +1,33 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
// if locked is true, calling TryUnlock will call StartUnlock, otherwise it will call FailedUnlock.
|
||||
|
||||
public abstract class Lockable : MonoBehaviour
|
||||
{
|
||||
public bool looping = true;
|
||||
public bool loopingAfterUnlock = false;
|
||||
public bool locked = true;
|
||||
|
||||
private bool runBefore = false;
|
||||
private bool unlockedBefore = false;
|
||||
|
||||
public abstract void StartUnlock();
|
||||
public abstract void FailedUnlock();
|
||||
|
||||
public void TryUnlock(){
|
||||
if((!runBefore) | looping){
|
||||
runBefore = true;
|
||||
if(!locked){
|
||||
if((!unlockedBefore) | loopingAfterUnlock){
|
||||
unlockedBefore = true;
|
||||
StartUnlock();
|
||||
}
|
||||
}
|
||||
else{
|
||||
FailedUnlock();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
11
Assets/scripts/Lockable.cs.meta
Normal file
11
Assets/scripts/Lockable.cs.meta
Normal file
|
@ -0,0 +1,11 @@
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userData:
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assetBundleVariant:
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15
Assets/scripts/Unlocker.cs
Normal file
15
Assets/scripts/Unlocker.cs
Normal file
|
@ -0,0 +1,15 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
// when Unlock() is called, sets locked to false for all attached Lockables
|
||||
|
||||
public class Unlocker : MonoBehaviour
|
||||
{
|
||||
public List<Lockable> attachedLockables = new List<Lockable>();
|
||||
public void Unlock(){
|
||||
foreach(Lockable lockable in attachedLockables){
|
||||
lockable.locked = false;
|
||||
}
|
||||
}
|
||||
}
|
11
Assets/scripts/Unlocker.cs.meta
Normal file
11
Assets/scripts/Unlocker.cs.meta
Normal file
|
@ -0,0 +1,11 @@
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defaultReferences: []
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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Loading…
Reference in a new issue