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topherbwell
topherbwell
I am writing a door open script that detects if the player is near the door, displays a UI text if so, and then allows the player to press a button to open the door, which should then stay open for a few seconds and play the closing animation.

I have most of this working, but now I am stuck trying to figure out how to play the animations. I have already made two animation clips; one for open and one for close. Can someone help me figure out how to play the open animation, wait a few seconds, and then play the close animation?

Code (csharp):

using UnityEngine;
using System.Collections;

public class doorScript : MonoBehaviour
{
//box collider to see if player is near the door
public Collider theCollider;
//canvas with text that reads "Press R to open"
public Canvas doortext;
public bool doorisClosed;

void Awake ()
{
theCollider = GetComponent <BoxCollider> ();
doortext = doortext.GetComponent<Canvas> ();
doortext.enabled = false;
}

void Update ()
//if the door text is enabled and the player presses R, go to changeDoorState
{
if (doortext.enabled == true && (Input.GetKeyDown(KeyCode.R)))
{
changeDoorState();
}
}

void changeDoorState ()
//this is the part I need help with.
{
if (doorisClosed == true)
{
//play the open animation
doorisClosed = false;
//wait for () seconds
//play the close animation
doorisClosed = true;
}
}
//checks to see if the player is in the collider, and displays the door text if so
void OnTriggerEnter(Collider other)
{
if(other.gameObject.tag == "Player")
{
doortext.enabled = true;
Debug.Log("player detected");
}
}
//checks to see if player has left the collider, and disables door text if so
void OnTriggerExit(Collider other)
{
if (other.gameObject.tag == "Player")
{
doortext.enabled = false;
Debug.Log("player left");
}
}
}
     
 
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