Thanks for the help. I have watched that video a dozen times now and I still don't get it. So is it possible to say make a cube, my current script knows when I am using this cube and then fire off some playmaker states?
I can have trigger presses from my controller do things like generate objects, but I can't seem to say, pull controller trigger on cube A and make cube B rotate in playmaker. I have done this in my own script by hacking pieces together but I would like to extend it a bit with timers and I can't seem to get that.
For instance, this code does the following. Pull trigger on cube, and four cubes move. Walls and a roof. This code was hacked together by me using some other code.
using UnityEngine;
using System.Collections;
public class activatecube: SteamVR_InteractableObject {
Transform rotator;
Transform rotator1;
Transform rotator2;
Transform rotator3;
Transform rotator4;
public float timer = 2;
private float yspeed = 0f;
public float timer1 = 3;
public override void StartUsing(GameObject usingObject)
{
base.StartUsing(usingObject);
yspeed = .003f;
}
public override void StopUsing(GameObject usingObject)
{
base.StopUsing(usingObject);
yspeed = .003f;
}
protected override void Start()
{
base.Start();
rotator = this.transform.Find("Capsule");
rotator1 = this.transform.Find("square2");
rotator2 = this.transform.Find("square3");
rotator3 = this.transform.Find("square4");
rotator4 = this.transform.Find("square5");
}
// Update is called once per frame
void Update ()
{
rotator.transform.Translate(new Vector3(0f, 0f, yspeed));
rotator1.transform.Translate(new Vector3 (0f, yspeed, 0f));
rotator2.transform.Translate(new Vector3 (0f, yspeed, 0f));
rotator3.transform.Translate(new Vector3 (0f, yspeed, 0f));
rotator4.transform.Translate(new Vector3 (0f, yspeed, 0f));
}
}