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| using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityStandardAssets.Characters.ThirdPerson;
public class Echelle : MonoBehaviour
{
// Start is called before the first frame update
public bool PlayerGrimpe = false;
public float SpeedGrimpe = 3f;
public GameObject Player;
public Transform PositionEchelle;
public GameObject CamEscalade;
public GameObject EgoutPosition_Exit;
bool alreadyPlayed = false;
void Start()
{
PlayerGrimpe = false;
}
// Update is called once per frame
void Update()
{
if (!PlayerGrimpe)
{
Player.gameObject.GetComponent<ThirdPersonUserControl>().enabled = true;
}
else
{
GetComponent<ThirdPersonUserControl>().enabled = false;
Player.gameObject.GetComponent<Animator>().SetBool("Escalade", false);
if (Input.GetKey(KeyCode.DownArrow))
{
GetComponent<Animator>().SetBool("Escalade", true);
Player.transform.Translate(Vector3.down * SpeedGrimpe * Time.deltaTime);
}
if (Input.GetKey(KeyCode.UpArrow))
{
Player.gameObject.GetComponent<Animator>().SetBool("Escalade", true);
Player.transform.Translate(Vector3.up * SpeedGrimpe * Time.deltaTime);
}
}
}
private void OnTriggerEnter(Collider other)
{
if (other.gameObject.tag == "Player")
{
PlayerGrimpe = true;
CamEscalade.SetActive(true);
Player.gameObject.GetComponent<ThirdPersonUserControl>().enabled = false;
Player.gameObject.GetComponent<Animator>().SetBool("EscaladePause", true);
Player.gameObject.GetComponent<Rigidbody>().useGravity = false;
Player.gameObject.GetComponent<Rigidbody>().isKinematic = true;
if (!alreadyPlayed)
{
Player.transform.SetPositionAndRotation(PositionEchelle.position, PositionEchelle.rotation);
alreadyPlayed = true;
}
}
}
private void OnTriggerExit(Collider other)
{
if (other.gameObject.tag == "Player")
{
PlayerGrimpe = false;
CamEscalade.SetActive(false);
Player.gameObject.GetComponent<ThirdPersonUserControl>().enabled = true;
Player.gameObject.GetComponent<Animator>().SetBool("EscaladePause", false);
Player.gameObject.GetComponent<Animator>().SetBool("Escalade", false);
Player.gameObject.GetComponent<Rigidbody>().useGravity = true;
Player.gameObject.GetComponent<Rigidbody>().isKinematic = false;
}
}
} |
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