using System.Collections; using System.Collections.Generic; using UnityEngine; // Kann sein das das nur für statische Objekte funktioniert public class DimShift : MonoBehaviour { // 0 = inactive in Dimension 1 // 1 = active in Dimension 1 [SerializeField] private bool inFirstDim; [SerializeField] public bool ShiftingEnabled; AudioSource Audio1; AudioReverbFilter Rev1; AudioLowPassFilter lpf; GameObject Dim1; GameObject Dim2; //remove if unwanted private Animator animator; void Start() { Dim1 = GameObject.Find("Dim1"); Dim2 = GameObject.Find("Dim2"); Audio1 = GameObject.Find("AudioController").GetComponent(); Rev1 = GameObject.Find("AudioController").GetComponent(); lpf = GameObject.Find("AudioController").GetComponent(); //remove if unwanted animator = GetComponent(); if (inFirstDim) { Dim1.SetActive(true); Dim2.SetActive(false); MusicDim1(); } else { Dim1.SetActive(false); Dim2.SetActive(true); MusicDim2(); } } void Update() { if (Input.GetKeyDown(KeyCode.LeftShift)&&inFirstDim&&ShiftingEnabled) { Dim2.SetActive(true); Dim1.SetActive(false); MusicDim2(); inFirstDim = !inFirstDim; //remove if unwanted animator.SetTrigger("ShiftsDim"); } else { if (Input.GetKeyDown(KeyCode.LeftShift)&&!inFirstDim&&ShiftingEnabled) { Dim1.SetActive(true); Dim2.SetActive(false); MusicDim1(); inFirstDim = !inFirstDim; //remove if unwanted animator.SetTrigger("ShiftsDim"); } } } void MusicDim1() { Rev1.enabled = false; lpf.enabled = false; } void MusicDim2() { Rev1.enabled = true; lpf.enabled = true; } }