using System.Collections; using System.Collections.Generic; using UnityEngine; using InfallibleCode; public class KeyHoleCurrentKey : MonoBehaviour { [SerializeField] private DoorBehaviour _door; [SerializeField] private KeyHole _keyhole; [SerializeField] private KeyPickup[] _key; [Header("Debugging")] public int CurrentKeyID; public bool _CollectedKey; public bool _Done; int _arrayLength; private void Awake() { _arrayLength = _key.Length; } private void Start() { _arrayLength -= 1; } private void Update() { if (!_CollectedKey && !_Done) { if (_key[CurrentKeyID].hasKey) { _keyhole.KeyPickup = _key[CurrentKeyID]; _CollectedKey = true; print("Has key"); } } if (!_door.DoorRequiresKey && _CollectedKey) { if (CurrentKeyID < _arrayLength) { CurrentKeyID += 1; } else { _Done = true; } _CollectedKey = false; print("Current Key ID increacead"); } } }