Game Development Reference
In-Depth Information
13. Before we are done, we need to add doorOpen.png and doorClose.png to the
Player . Go back to Unity, and click on the Player ; in the Inspector view now, we
will see two new parameters, Door Open Texture and Door Close Texture ; drag-and-
drop doorOpen.png to Door Open Texture and doorClose.png to Door Close
Texture . Now we are done.
Click play and try out your game, collecing the key and going to the door. Behold the door
opening and closing!
Objective Complete - Mini Debriefing
We just created a key and door object, and placed them at our level. We also created
the funcion that will trigger when the character hits the key and door objects. Then, we
changed the texture of our door object when our character had a ke y object and hit the
door. Lastly, we waited for one second to remove our character from the scene and changed
the door texture back to closed state by using yield and Destroy .
Classified Intel
We can pause or wait for the next acion by using coroutines .
Coroutines
In our script, we need to wait for a second between opening the door and ending the game.
We could do this by looping or performing some other task for a second, but that would
stop the animaions, the sound, and everything else. We get around this by using the yield
command; this tells Unity to stop running our funcion and come back later (in our game,
1 second later as we call yield WaitForSecond(1) ). By using the yield command our
funcion becomes Coroutines and now it must return IEnumerator (Unity needs this
so that it can tell when to start our funcion again). This means Coroutines can't return a
value like a normal funcion. We can change most funcions in our MonoBehaviours script
into Coroutines , apart from the ones which already run in every frame, such as Update() ,
FixedUpdate() , OnGUI() , and so on. We can get more informaion about coroutines
from the following Unity script reference:
http://unity3d.com/support/documentation/ScriptReference/Coroutine.
html .
 
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