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Question by NomDeiX · Apr 13, 2017 at 08:13 PM · rotationquaternionopeneulerhinge

Keydoor problem

Hello. I have got problem with my script. When I already take the key and try to open the door it makes sound but it doesnt open, it doesnt change y-positioning. Any help ? Code : {

     public static bool doorKey;
     public bool open;
     public bool close;
     public bool inTrigger;
     public Transform doorHinge;
     public AudioSource audioSource;
     public Canvas canopen;
     public Canvas keycanvas;
 
     private readonly Quaternion openRot = Quaternion.Euler(0.0f, 90.0f, 0.0f);
     private readonly Quaternion closeRot = Quaternion.Euler(0.0f, 0.0f, 0.0f);
 
     private void Start()
     {
         this.open = this.doorHinge.rotation.y >= 90.0f;
 
         this.close = this.doorHinge.rotation.y >= 0.0f;
     }
 
     private void OnTriggerEnter(Collider other)
     {
         this.inTrigger = true;
     }
 
     private void OnTriggerExit(Collider other)
     {
         this.inTrigger = false;
         keycanvas.gameObject.SetActive (false);
         canopen.gameObject.SetActive (false);
     }
 
     private bool SetMeOnly()
     {
         this.open = this.close = false;
         return true;
     }
 
     private void Update()
     {
         if (this.inTrigger)
         if (this.close && Input.GetKeyDown(KeyCode.E)) 
         if (doorKey)
         {
             this.open = this.SetMeOnly();
             this.audioSource.Play();
 
 
         }
         else if (this.open && Input.GetKeyDown(KeyCode.E))
 
         {
             this.close = this.SetMeOnly();
             this.audioSource.Play();
 
         }
     }
 
 
     void OnGUI()
     {
         if (inTrigger)
         {
             if (open)
             {
                 canopen.gameObject.SetActive (true);
             }
             else
             {
                 if (doorKey)
                 {
                     canopen.gameObject.SetActive (true);
                 }
                 else
                 {
                     keycanvas.gameObject.SetActive (true);
                 }
             }
         }
     }
 }
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