Game Development Reference
In-Depth Information
Step 23: Apply this script to the Trigger-LockedDoor trigger.
Step 24: Populate the script in the Inspector. Use Hallway_Door_
Bulkhead_Group 1 as the Door. Use Hallway_Door_BulkheadWheel 1
as the Bulkhead Handle. Use the Sound-DoorLocked as the Door Open
Sound.
Step 25: Test and play. First go walk up to the trigger without picking up
the key ( Figure 16.9 ) and the text should provide some guidance. Then
go back for the key (which should highlight; Figure 16.10 ), and then
disappear when it is clicked (which should also pull up the key icon in the
top-right corner). Finally, go back to the locked door, which should yield
before your mighty gaming prowess ( Figure 16.11 ).
Step 26: Make Trigger-LockedDoor a child of Hallway_BakedGroup.
Why?
We don't want the character getting tied up looking for the key before
he's turned the lights on. For one thing, the keybox doesn't exist yet.
By making the Trigger-LockedDoor a child of Hallway_BakedGroup, we
Figure 16.9 Walking up to the locked door, providing help on how to get through the door.
Figure 16.10 Raycasting against the key, which disappears when clicked.
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