I find myself having a strange talent in making things that are kind of creepy in their just-not-rightness, like the old Creepy Guy that turned to watch your every move. I don't know what is creepy about the doors really, but they are, in some way.
So I needed to plug the animations in an Animator component. Then I replaced the doors by the prefab I was working on and voilĂ , doors that actually work:
Doors are now just objects with a type Door and a name to show on the UI when looking at them. Depending on the type, the UI also shows a message to press E to pick up, open/close, interact or whatever one can do with certain types of objects. Pressing E then changes a flag in the door object and triggers a parameter that controls the animation to run. When the door swings open, the player can walk through, because the collider of the door moves aside. Just like in real life.
Another very related thing I did was with the red ball. I can now really pick it up. Earlier I announced that I could, but yesterday I saw that adding the ball to the inventory object did not really add it. I don't really know why, but I managed to fix it by letting the Inventory class derive from MonoBehaviour and then connect it to the player.
Next I'll add two basic elements to the screen, the major healthbars (health and fatigue) to the bottom left and a minimap to the top right. Not the nicest thing to do, but I'm trying to get the basic UI out of the way as soon as I can because I can then focus on the game mechanics like NPC behaviour, quests and combat.There'll be enough GUI stuff to do anyway.
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