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/// ---------------------------------------------
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/// Ultimate Character Controller
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/// Copyright (c) Opsive. All Rights Reserved.
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/// https://www.opsive.com
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/// ---------------------------------------------
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namespace Opsive.UltimateCharacterController.Demo
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{
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using Opsive.Shared.Game;
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using Opsive.UltimateCharacterController.Character;
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using Opsive.UltimateCharacterController.Demo.Objects;
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using Opsive.UltimateCharacterController.Game;
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using Opsive.UltimateCharacterController.Utility;
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using UnityEngine;
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/// <summary>
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/// Opens the doors when the character enters the trigger.
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/// </summary>
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public class DoorOpener : MonoBehaviour
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{
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[Tooltip("The doors that should be opened.")]
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[SerializeField] protected Door[] m_Doors;
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/// <summary>
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/// An object has entered the trigger.
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/// </summary>
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/// <param name="other">The object that entered the trigger.</param>
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private void OnTriggerEnter(Collider other)
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{
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// A main character collider is required.
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if (!MathUtility.InLayerMask(other.gameObject.layer, 1 << LayerManager.Character)) {
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return;
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}
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// Only enter the trigger if the object is a character.
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if (other.gameObject.GetCachedParentComponent<UltimateCharacterLocomotion>() == null) {
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return;
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}
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// Open all of the doors.
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for (int i = 0; i < m_Doors.Length; ++i) {
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m_Doors[i].OpenClose(true, true, false);
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}
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// The GameObject is no longer necessary - the doors will stay open.
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Destroy(gameObject);
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}
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}
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}
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