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VRKey.cs
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VRKey.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using VRTK;
public class VRKey : VRTK_InteractableObject
{
public bool IsStuck = false;
// Use this for initialization
void Start()
{
}
// Update is called once per frame
void Update()
{
}
public override void Grabbed(GameObject currentGrabbingObject)
{
base.Grabbed(currentGrabbingObject);
if (IsStuck)
{
StartCoroutine(ResetLock());
}
}
public override void Ungrabbed(GameObject previousGrabbingObject)
{
base.Ungrabbed(previousGrabbingObject);
if (IsStuck)
{
IsStuck = false;
this.GetComponent<Rigidbody>().isKinematic = false;
}
}
IEnumerator ResetLock()
{
yield return new WaitForSeconds(0.5f);
if(this.GetComponent<Key>().LastSerrure)
{
this.GetComponent<Key>().LastSerrure.enabled = true;
if(this.GetComponent<Key>().LastSerrure.GetComponent<DoorLock>().open == false )
{
this.GetComponent<Key>().LastSerrure.GetComponent<DoorLock>().currentKeyInLock = null;
this.GetComponent<Key>().LastSerrure.GetComponent<DoorLock>().BigDoorColider.enabled = true;
}
}
}
}