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May 17th, 2016
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  1. using UnityEngine;
  2. using System.Collections;
  3. using RootMotion.Dynamics;
  4.  
  5. public class EnterExit : MonoBehaviour {
  6.    
  7.     public Transform vehicle;
  8.     //public Transform player;
  9.     public Transform exitPoint;
  10.     //public Vector3 derp;
  11.     public Transform doorTriggerLeft;
  12.     public GameObject Player;
  13.     public GameObject ThirdPersonPuppet;
  14.     //public Camera PlayerCamera;
  15.     //public Camera CarCamera;
  16.     public bool isPlayerVisible;
  17.     public GameObject puppet;
  18.     public PuppetMaster puppetmaster;
  19.     public GameObject Hips;
  20.     public GameObject SmokeFX;
  21.    
  22.    
  23.     // Use this for initialization
  24.     void Start () {
  25.     }
  26.    
  27.     // Update is called once per frame
  28.     void Update () {
  29.         //derp = exitPoint;
  30.            //Player.transform.position = new Vector3(exitPoint.transform.position.x, exitPoint.transform.position.y, exitPoint.transform.position.z);
  31.         if(Input.GetKeyDown(KeyCode.E) && isPlayerVisible){
  32.             //puppetmaster.mode =  PuppetMaster.Mode.Disabled;
  33.             Instantiate(SmokeFX, Player.transform.position, Player.transform.rotation);
  34.             puppetmaster.state = PuppetMaster.State.Dead;
  35.             Player.transform.position = new Vector3(doorTriggerLeft.transform.position.x, doorTriggerLeft.transform.position.y, doorTriggerLeft.transform.position.z);
  36.             Hips.transform.position = new Vector3(doorTriggerLeft.transform.position.x, doorTriggerLeft.transform.position.y, doorTriggerLeft.transform.position.z);
  37.             //Player.GetComponent<Rigidbody>().isKinematic = true;
  38.             vehicle.GetComponent<BasicInput>().enabled =true;
  39.    
  40.             doorTriggerLeft.GetComponent<FixedJoint>().connectedBody = Hips.GetComponent<Rigidbody>();
  41.             isPlayerVisible = false;
  42.         }
  43.         else{
  44.             if(Input.GetKeyUp(KeyCode.O)){
  45.                 Debug.Log("Exit");
  46.                 puppetmaster.state = PuppetMaster.State.Alive;
  47.                 //player.gameObject.SetActive(true);
  48.                 vehicle.GetComponent<BasicInput>().enabled =false;
  49.                 doorTriggerLeft.GetComponent<FixedJoint>().connectedBody = null;
  50.                 Player.transform.position = new Vector3(exitPoint.transform.position.x, exitPoint.transform.position.y, exitPoint.transform.position.z);
  51.                 Hips.transform.position = new Vector3(exitPoint.transform.position.x, exitPoint.transform.position.y, exitPoint.transform.position.z);
  52.  
  53.                 Player = null;
  54.                 ThirdPersonPuppet = null;
  55.                 puppet = null;
  56.                 puppetmaster = null;
  57.                 Hips = null;
  58.  
  59.                 //set the exit parent
  60.                 //player.transform.parent = null;
  61.                 //parent player to car;
  62.                 //exitPoint.parent = vehicle.transform;
  63.                 //enable walking
  64.                 //(GameObject.Find("TractorFP").GetComponent("FPTractorController") as MonoBehaviour).enabled = false;
  65.                 //(GameObject.Find("TractorFP").GetComponent("FPTractorMoter") as MonoBehaviour).enabled = false;
  66.                 //(GameObject.Find("FarmerFP").GetComponent("MouseLook") as MonoBehaviour).enabled = true;
  67.                 //(GameObject.Find ("FarmerFP").GetComponent("CharacterMoter") as MonoBehaviour).enabled = true;
  68.                 //(GameObject.Find("FarmerFP").GetComponent("FPSInputController") as MonoBehaviour).enabled = true;
  69.                 //PlayerCamera.enabled = true;
  70.                 //CarCamera.enabled = false;
  71.                 isPlayerVisible = true;
  72.             }
  73.         }
  74.     }
  75.     //void OnTriggerEnter(Collider Player){
  76.     //  isPlayerVisible = true;
  77.     //}
  78.    
  79.     void OnTriggerExit (Collider myTrigger) {
  80.         if(myTrigger.gameObject.tag == "Player"){
  81.             Debug.Log("Box went through!");
  82.             //myTrigger.gameObject.SetActive(false);
  83.  
  84.  
  85.             //myTrigger.gameObject = Player;
  86.             //myTrigger.transform.position = exitPoint.transform;
  87.             isPlayerVisible = false;
  88.         }
  89.     }
  90.  
  91.     void OnTriggerEnter (Collider myTrigger) {
  92.         if(myTrigger.gameObject.tag == "Player"){
  93.             Debug.Log("Player went through!");
  94.             Player = myTrigger.gameObject;
  95.             //myTrigger.transform.parent.parent.gameObject.SetActive(false);
  96.             //myTrigger.transform.position = new Vector3(exitPoint.transform.position.x, exitPoint.transform.position.y, exitPoint.transform.position.z);
  97.             //puppet.mode. =  isabled;
  98.             ThirdPersonPuppet = Player.transform.parent.gameObject;
  99.             puppet = ThirdPersonPuppet.gameObject.transform.GetChild(1).gameObject;
  100.             puppetmaster = puppet.GetComponent("PuppetMaster") as PuppetMaster;
  101.             Hips = puppet.gameObject.transform.GetChild(0).gameObject;
  102.             //puppetmaster = puppet.GetComponents<PuppetMaster>();
  103.             //puppetmaster = puppet.GetComponents(PuppetMaster);
  104.                 //.GetComponent<PuppetMaster>();
  105.             isPlayerVisible = true;
  106.         }
  107.     }
  108.  
  109. }
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