Unity 3D – Stealth Game – The lift – JS

Load prefab:
-> (parent) ‘prop_lift_exit’
|Box Collider, check ‘Is Trigger’, uncheck ‘Use Gravity’, check ‘Is Kinematic’ (to detect the player position)
|Audio Source, uncheck ‘Play on Awake’, check ‘Loop’ (lift raise noise)
|LiftDoorsTracking.js
|LiftTrigger.js

–> (child) ‘door_exit_inner’
—> (2nd child) ‘prop_lift_collider’
|Mesh Collider (to block the player penetration)

—> (2nd child) ‘door_exit_inner_left_001’
|Mesh Renderer, check ‘Use Light Probes’

—> (2nd child) ‘door_exit_inner_right_001’
|Mesh Renderer, check ‘Use Light Probes’

–> (child) ‘door_lift_exit_carriage’
|Mesh Renderer, check ‘Use Light Probes’

–> (child) ‘door_lift_exit_mechanism’
|Mesh Renderer, check ‘Use Light Probes’

–> (child) ‘door_lift_exit_wires’
|Mesh Renderer, check ‘Use Light Probes’

LiftDoorsTracking.js


#pragma strict

public var doorSpeed : float = 7f;          // How quickly the inner doors will track the outer doors.


private var leftOuterDoor : Transform;      // Reference to the transform of the left outer door.
private var rightOuterDoor : Transform;     // Reference to the transform of the right outer door.
private var leftInnerDoor : Transform;      // Reference to the transform of the left inner door.
private var rightInnerDoor : Transform;     // Reference to the transform of the right inner door.
private var leftClosedPosX : float;         // The initial x component of position of the left doors.
private var rightClosedPosX : float;        // The initial x component of position of the right doors.


function Awake ()
{
    // Setting up the references.
    leftOuterDoor = GameObject.Find("door_exitOuter_left_001").transform;
    rightOuterDoor = GameObject.Find("door_exitOuter_right_001").transform;
    leftInnerDoor = GameObject.Find("door_exitInner_left_001").transform;
    rightInnerDoor = GameObject.Find("door_exitInner_right_001").transform;
    
    // Setting the closed x position of the doors.
    leftClosedPosX = leftInnerDoor.position.x;
    rightClosedPosX = rightInnerDoor.position.x;
}


function MoveDoors (newLeftXTarget : float, newRightXTarget : float)
{
    // Create a float that is a proportion of the distance from the left inner door's x position to it's target x position.
    var newX : float = Mathf.Lerp(leftInnerDoor.position.x, newLeftXTarget, doorSpeed * Time.deltaTime);
    
    // Move the left inner door to it's new position proportionally closer to it's target.
    leftInnerDoor.position = new Vector3(newX, leftInnerDoor.position.y, leftInnerDoor.position.z);
    
    // Reassign the float for the right door's x position.
    newX = Mathf.Lerp(rightInnerDoor.position.x, newRightXTarget, doorSpeed * Time.deltaTime);
    
    // Move the right inner door similarly.
    rightInnerDoor.position = new Vector3(newX, rightInnerDoor.position.y, rightInnerDoor.position.z);
}


public function DoorFollowing ()
{
    // Move the inner doors towards the outer doors.
    MoveDoors(leftOuterDoor.position.x, rightOuterDoor.position.x);
}


public function CloseDoors ()
{
    // Move the inner doors towards their closed position.
    MoveDoors(leftClosedPosX, rightClosedPosX);
}

LiftTrigger.js


#pragma strict

public var timeToDoorsClose : float = 2f;           // Time since the player entered the lift before the doors close.
public var timeToLiftStart : float = 3f;            // Time since the player entered the lift before it starts to move.
public var timeToEndLevel : float = 6f;             // Time since the player entered the lift before the level ends.
public var liftSpeed : float = 3f;                  // The speed at which the lift moves.


private var player : GameObject;                    // Reference to the player.
private var playerAnim : Animator;                  // Reference to the players animator component.
private var hash : HashIDs;                         // Reference to the HashIDs script.
private var camMovement : CameraMovement;           // Reference to the camera movement script.
private var sceneFadeInOut : SceneFadeInOut;        // Reference to the SceneFadeInOut script.
private var liftDoorsTracking : LiftDoorsTracking;  // Reference to LiftDoorsTracking script.
private var playerInLift : boolean;                 // Whether the player is in the lift or not.
private var timer : float;                          // Timer to determine when the lift moves and when the level ends.


function Awake ()
{
    // Setting up references.
    player = GameObject.FindGameObjectWithTag(Tags.player);
    playerAnim = player.GetComponent(Animator);
    hash = GameObject.FindGameObjectWithTag(Tags.gameController).GetComponent(HashIDs);
    camMovement = Camera.main.gameObject.GetComponent(CameraMovement);
    sceneFadeInOut = GameObject.FindGameObjectWithTag(Tags.fader).GetComponent(SceneFadeInOut);
    liftDoorsTracking = GetComponent(LiftDoorsTracking);
}


function OnTriggerEnter (other : Collider)
{
    // If the colliding gameobject is the player...
    if(other.gameObject == player)
        // ... the player is in the lift.
        playerInLift = true;
}


function OnTriggerExit (other : Collider)
{
    // If the player leaves the trigger area...
    if(other.gameObject == player)
    {
        // ... reset the timer, the player is no longer in the lift and unparent the player from the lift.
        playerInLift = false;
        timer = 0;
    }
}


function Update ()
{
    // If the player is in the lift...
    if(playerInLift)
        // ... activate the lift.
        LiftActivation();
    
    // If the timer is less than the time before the doors close...
    if(timer < timeToDoorsClose)
        // ... the inner doors should follow the outer doors.
        liftDoorsTracking.DoorFollowing();
    else
        // Otherwise the doors should close.
        liftDoorsTracking.CloseDoors();
}


function LiftActivation ()
{
    // Increment the timer by the amount of time since the last frame.
    timer += Time.deltaTime;
    
    // If the timer is greater than the amount of time before the lift should start...
    if(timer >= timeToLiftStart)
    {
        // ... stop the player and the camera moving and parent the player to the lift.
        playerAnim.SetFloat(hash.speedFloat,0f);
        camMovement.enabled = false;
        player.transform.parent = transform;
        
        // Move the lift upwards.
        transform.Translate(Vector3.up * liftSpeed * Time.deltaTime);
        
        // If the audio clip isn't playing...
        if(!audio.isPlaying)
            // ... play the clip.
            audio.Play();
        
        // If the timer is greater than the amount of time before the level should end...
        if(timer >= timeToEndLevel)
            // ... call the EndScene function.
            sceneFadeInOut.EndScene();
    }
}

Notice: when the lift raises, the player will be child of the lift.