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Master Tutorial  »  07. Tools arrangement, dragging elements on the platform

07. Tools arrangement, dragging elements on the platform

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Lesson 07

Complete lesson 06

This lesson will present how to create drag and drop functionality and how to create trigger areas.

  1. Go to the editor window to Nodes window. First we need to create two WorldTrigger object. These objects react on action, in our case the action will be placing a specific element within the trigger boundary.
  2. Add a Dummy node by pressing Add a Node  and selecting Dummy node  from the upper toolbar. Name the element platform_end_position. Press Add a Wolrd Object , select Trigger . Place the Trigger node in the Render window (any position). Name the WorldTrigger_0 object platform_end_trigger and place it inside the platform_end_position object in the Nodes window.
  3. Select the platform_end_trigger object. Move the object by using the position manipulator to the place presented in the screen.
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  1. Use the two manipulators located in the corners of the box to adjust the size of the box. The box should look like in the screen below.
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  1. Go to the Nodes window. Extend the HALL_TOOLS_FBX and then pushcart. In this location add a NodeDummy, name it toolbox_position. Select the toolbox_position object, go to the Node Properties and set the Position to following values: 0,4818; 0,2453; -0,0154. Create another NodeDummy, name it canister_position and move it in the Nodes window under the pushcart object, in the same place where the toolbox position is. For the canister_position in the Node properties set the following Position: 1,2318; 0,2162; -0,0229.
  2. Add a WorldTrigger object, name it pushcart_trigger. Place it in the Nodes window under the pushcart object. In the Render window move the pushcart_trigger to position similar to the one presented on the screen. Adjust the size of the object to resemble the size of the object on the screen.
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  1. Go to the Flowgraph window to master_tutorial.fg. Find the block Switch - step info, open it and add following outputs: Clean: Tools, Platform: Tools, Platform: Canister and Platform: move out.
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  1. Find Set String block, open it and add four elements.
    Name: Clean:Tools Value: Arrange tools by left pressing on them.
    Name: Platform: Tools Value : Drag the toolbox on the platform.
    Name: Platform: Canister Value: Drag the canister on the platform.
    Name: Platform: move out Value: Drag the platform to the highlighted spot.
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  1. Connect the created outputs in the Switch - step info block with the corresponding inputs in the Set String block, as presented on the screen below.
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  1. Add a Container block, open it and press Create. Save it under the name CleanupTools and press OK. Change the name of the Container to CleanupTools. Inside the CleanupTools block add a SignalInput block, open it and in Create new enter SetActive.
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  1. Add block If. Connect the SetActive in the SignalInput block to Input of the If block. Add Set Boolean block. Connect the False from the If block to the True in the Set Boolean block. Add Init block and connect its Output to False in Set Boolean block.
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  1. Add three Set Property blocks. Open them and in each in Type enter Node [Data/Items/World], and in Property enter Enabled  [Boolean].
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  1. Connect the Output from the Set Boolean block to the Input of the first Set Property block. Connect the Succeeded from the first Set Property block to the Input of the second Set Property block. Connect the Succeeded in the second Set Property block to the Input of the third Set Property block. Add Boolean block, set it to False, name it isActive? and connect it to Enabled in all three Set Property blocks, to Result in Set Boolean block and to Condition in If block.
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  1. Go to the editor to the Nodes window and drag three elements on the Flowgraph window to CleanupTools.fgtool_clamp2_selection_box, tool_wrench4_selection_box and tool_clamp3_selection_box. Connect  the tool_clamp2_selection_box to Node in the first Set Property block. Connect the tool_wrench4_selection_box to Node in the second Set Property block. Connect the tool_clamp3_selection_box to Node in the third Set Property block.
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  1. Add three ActionClick blocks. Add three Integer blocks, open them and select APP_BUTTON_LEFT. Connect one Integer block to APP_BUTTON in each ActionClick block. Connect the tool_clamp2_selection_box to the Object of the first ActionClick.fg block. Connect the tool_wrench4_selection_box to the Object of the second ActionClick.fg block. Connect the tool_clamp3_selection_box to the Object of the third ActionClick.fg block.

 

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  1. Add three Set Property blocks, open them and in Type enter Node [Data/Items/World], in Property enter Enabled  [Boolean].
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  1. Connect the Output from the first ActionClick.fb block to the Input of the first Set Property block. Do the same for the remaining two ActionClick.fg blocks and Set Property blocks. Add three Boolean blocks, set them to False and connect one Boolean block the to Enabled in each Set Property block. Connect the tool_clamp2_selection box to the Node in the first Set Property block. Connect the tool_wrench4_selection_box to the Node in the second Set Property block. Connect the tool_clamp3_selection_box to the Node in the third Set Property block.
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  1. Add Timeline block, name it Hide Tool 1. Connect the Output of the first Set Property to Play in Hide Tool 1 block.
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  1. Open the Hide Tool 1 block. In Add input enter Node [Data/Items/World] and press enter. In the Input properties, in the bottom of the screen, select Data/Items/World/Node and by right clicking add property WorldPosition. Extend the WorldPosition and select X. On the red line add three points by double pressing on the line with the left mouse button. Select the first point and in Time enter 0, in Value enter -2.507. Select the second point and in Time enter 1.999, in Value enter -3.483. Select the third point and in Time enter 2.999, in Value enter -3.507. Select all three points by dragging a box with the mouse over them, and in the upper toolbar press  Spline function.
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  1. Select the Y from the WorldPosition. Add three points on the green line. Select the first point and in Time enter 0, in Value enter 9.589. Select the second point and in Time enter 1,999, in Value enter 8,901. Select the third point and in Time enter 2,999, in Value enter 8,670. Select all three points and press Spline function in the upper toolbar. The line between the second and third point needs some adjustment. When you select a point a white manipulator appears, you can modify the line by grabbing the end of the white manipulator with the left mouse button and moving it up/down and left/right. Adjust the line to resemble the shape presented on the screen below.
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  1. Select the Z from the WorldPosition. Add three points on the blue line. Select the first point and in Time enter 0, in Value enter -0,103. Select the second point and in Time enter 1,999, in Value enter 0,466. Select the third point and in Time enter 2,999, in Value enter 0,288. Select the first and third point and press Spline function in the upper toolbar. Select the second point and press  Bezier function.  By using the white manipulators adjust the shape of the line to the shape presented on the screen below.
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  1. To the Data/Items/World/Node add second property WorldRotation. Select X in the WorldRotation, to the red line add three points. Select the first point and in Time enter 0, in Value enter 0. Select the second point and in Time enter 1,999, in Value enter 0. Select the second point and in Time enter 2,999, in Value enter 0. Do the same for the Y (green line) in the WorldRotation.
  2. Select Z in the WorldRotation, add three points. Select the first one and in Time enter 0, in Value enter 60,789. Select the second point and in Time enter 1,999, in Value -2,518. Select the third point and in Time enter 2,999, in Value enter 2,803. Select all three point and press Spline function. Adjust the line to the shape presented on the image below.
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  1. Go to the Flowgraph window, copy the Hide Tool 1 block and paste it. Change the name to Hide Tool 2 and connect its Play to Output of the second Set Property block.
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  1. Now we need to change the values inside the Hide Tool 2 block. Open it and select WorldPosition in the Input properties, press the Fit view to tween  button. Change the values and times in points for X, Y and Z according to the information on the image below.
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  1. Select the WorldRotation, values and times for points on X, Y remain the same. Remember that X and Y lines have the same values, so they are placed in the same position, that is why the red/green line is not visible. For the Z line enter values presented on the screen and then select its three points and press  Linear function.
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  1. Go to the Flowgraph window, copy the Hide Tool 2 block and paste it. Change the name to Hide Tool 3 and connect its Play to Output of the third Set Property block.
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  1. Now we need to change the values inside the Hide Tool 3 block. Open it and select WorldPosition in the Input properties. Change the values and times in points for X, Y and Z according to the information on the image below.
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  1. Select the WorldRotation, change the values and times in points for X, Y and Z according to the information on the image below. Lines X and Y have the same Time and Value for each of three points.
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  1. Go to the editor, from the Nodes window drag three elements on the Flowgraph window to CleanupTools.fg: tool_clamp2, tool_wrench4, tool_clamp3. Connect the tool_clamp2 to Data/Items/World/Node in Hide Tool 1 block. Connect the tool_wrench4 to Data/Items/World/Node in Hide Tool 2 block. Connect the tool_clamp3 to Data/Items/World/Node in Hide Tool 3 block. Add Add Integer block, name it Increment and connect Finished from Hide Tool 1, Hide Tool 2, Hide Tool 3 blocks to Input of the Increment block.
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  1. Add two Integer blocks. Name the first one ToolsCleaned and connect it to A and Result in Increment block. Name the second Integer block One, open it and enter 1, connect it to B in the Increment block. Add Compare Integer block, connect its Input with the Output of the Increment block. Add Integer block, name it Three, open it and enter 3, connect it to the B in the Compare Integer block. Connect the ToolsCleaned to the A in the Compare Integer.
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  1. Add Timeline block, name it Close toolbox. Connect the >= in the Compare Integer block to Play in Close toolbox block.
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  1. Open the Close toolbox block. In Add Input enter Node [Data/Items/World]. In the Input properties to Data/Items/World/Node add property Rotation. On X,Y and Z line add two points and enter Time and Value as presented on the screen below. Lines Y and Z have the same Time and Value for each of two points.
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  1. Go to the editor window, from the Nodes window drag the toolbox_cover element on the Flowgraph window, to the CleanupTools.fg. Connect the toolbox_cover  block to the Data/Items/World/Node in the Close toolbox block.
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  1. Add three Set Property blocks, open them and in Type enter Node [Data/Items/World], in Property enter Enabled  [Boolean].
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  1. Connect the Finished from the Close toolbox to the Input of the first of newly added Set Property block. Connect the Output of the first Set Property block to the Input of the second Set Property block. Connect the Output of the second Set Property block to the Input of the third Set Property block. Connect the tool_clamp2 block to Node in the first Set Property block. Connect the tool_wrench4 block to the Node in the second Set Property block. Connect the tool_clamp3 block to the Node in the third Set Property block.
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  1. Add three Boolean blocks, name them False, open each one of them and set them to False. Connect one False block to Enabled in each three Set Property blocks. Add SignalOutput block, open it and in Create new enter Completed. Connect the Output of the last Set Property block to the Completed in the SignalInput block. Connect the Output  from the last Set Property block to the False in the Set Boolean block.
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  1. Go to the master_tutorial.fg. Open the Set Integer block (find the one which has Step 2 in it) and add Step 4 with Value 4.
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  1. Connect the Clean: Tools in the Switch - step info block with the SetActive in CleanupTools block. Connect the Completed in CleanupTools block to the Step 4 in he Set Integer blocks.
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  1. Go to the editor and press Play, check if you can reach the step, where by pressing on the tools you place them inside the toolbox.
  2. Now we are going to create functionality responsible for dragging the toolbox on the platform. Add a Container on the master_tutorial.fg window. Change its name to Cleanup toolbox. Open the block, press Create and save it under the CleanupToolBox.fb then press OK.
  3. Inside the CleanupToolBox block add SignalInput block, open it and in Create new enter setActive. Add Set Boolean block, connect the setActive from SignalInput block to True in Set Boolean block. Add Init block, connect its Output with False in Set Boolean block. Add Boolean block, open it, set it to False and change its name to isActive?.
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  1. Add three Set Property blocks, open them and in Type enter Node [Data/Items/World], in Property enter Enabled  [Boolean].
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  1. Connect the Output from the Set Boolean block to the Input of the first Set Property block. Connect the Output from the first Set Property block to the Input of the second Set Property block. Connect the Succeeded from the second Set Property to the Input of the third Set Property block. Connect the isActive? block to Enabled in all three Set Property blocks. From the Nodes window in the editor drag two elements on the Flowgraph window: toolbox_body_selection_box and pushcart_selection_box. Connect the toolbox_body_selection_box block to Node in the first Set Property block. Connect the pushcart_selection_box block to Node in the second Set Property block.
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  1. Add Set EnterCallback block, connect its Input with setActive in SignalInput. From the editor in the Nodes window drag the pushcart_trigger element on the Flowgraph window. Connect the pushcart_trigger block to WorldTrigger in Set EnterCallback block. Add String block, open it and enter WorldTrigger Enter Platform ToolboxCleanup, connect it to EventName in Set EnterCallback block.
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  1. Add Set LeaveCallback block, connect its Input to Output of the Set EnterCallback block. Connect the pushcart_trigger block to WorldTrigger in Set LeaveCallback block and to Node in the last Set Property block. Add String block, open it and enter WorldTrigger Leave Platform ToolboxCleanup, connect it to EventName in Set LeaveCallback block.
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  1. Add WorldTrigger EnterCallback block, change it name to WorldTrigger Enter Platform ToolboxCleanup. Add WorldTrigger LeaveCallback block, change its name to WorldTrigger Leave Platform ToolboxCleanup. Add Compare Item block, connect its Input with Output of the  WorldTrigger Enter Platform ToolboxCleanup block. Add Item block, connect it to A in the Compare Item block and to Node in  WorldTrigger Enter Platform ToolboxCleanup block. Add Set Boolean block, connect its True to == in the Compare Item block, and its False to Output of WorldTrigger Leave Platform ToolboxCleanup block. Add Boolean block, open it, set it to False and change its name to isToolboxInPlatform?. Connect the isToolboxInPlatform? block to Result in Set Boolean block.
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  1. Add DragObject container from the Embedded container list. Save it under the name DragObject. Change its name to Drag Toolbox. Connect the isActive? block to isActive in Drag Toolbox block. From the Nodes window in the editor drag the toolbox_body element on the Flowgraph window and connect it to the Drag Object in the Drag Toolbox block. Connect the toolbox_body block to B in the Compare Item block.
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  1. Add DragObject container from the Embedded container list. Save it under the name DragObject. Change its name to Drag platform. Connect the is Active? block to isActive in Drag Platform block. From the Nodes window in the editor drag the pushcart element on the Flowgraph window and connect it to the Drag Object in the Drag Platform block.
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  1. Add Get Property block, open it and in Type enter Game [Data/Items/Engine], in Property enter Player  [Player].
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  1. Add Init block, connect its Output with the Input of the Get Property block. Add Game block and connect it to the Game in the Get Property block. Add Player block and connect it to Player in Get Property block.
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  1. Add If block connect its Input to DragStarted in Drag Toolbox block and to DragStarted in Drag platform block. Connect the Condition in the If block to isActive? block. Add Set Boolean block, connect its False with True in the If block. Connect the True in the Set Boolean block to DragEnded in Drag Toolbox and to DragEnded in Drag platform block.
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  1. Add Set Property block, open it and in Type enter Player [Data/Items/Players], in Property enter Controlled  [Boolean].
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  1. Connect the Output from the Set Boolean block to Input of the Set property block. Add Boolean block, set it to False, name it isCameraControlled? and connect it to Result in Set Boolean block and to Controlled in Set Property block. Connect the Player block to Player in Set Property block. Connect the Succeeded from the Get Property to True in the Set Boolean block.
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  1. Add If block, connect its Input to DragEnded in DragToolbox and to DragEnded in Drag platform block. Connect the Condition in If block to isToolboxInPlatform? block.
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  1. Add Add Child block, connect its Input to True in the If block. From the Nodes window in the editor drag the toolbox_position element on the Flowgraph window and connect it to the Node in the Add Child block. Connect the toolbox_body block to Child in the Add Child block.
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  1. Add three Set Property blocks. Open the first one and in Type enter Node [Data/Items/World], in Property enter Position  [Vec3]. Open the second one and in Type enter Node [Data/Items/World], in Property enter Rotation  [Quat]. Open the third one and in Type enter Node [Data/Items/World], in Property enter Enabled  [Boolean].
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  1. Connect the Output of the Add Child block to the Input of the first Set Property block. Connect the Output of the first Set Property block to Input of the second Set Property block. Connect the Output from the second Set Property block to the Input of the third Set Property block. Connect the toolbox_body block to Node in first two Set Property blocks. Connect the toolbox_body_selection_box to the Node in the third Set Property block.
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  1. Add Vec3 block, name it Zero and connect it to Position in the first Set Property block. Add Quat block and connect it to Rotation in the second Set Property block. Add Boolean block, set it to False and connect it to Enabled in the third Set Property block. Add Set Boolean block, connect its False to Succeeded of the last Set Property block. Connect the Result in Set Boolean block to isActive? block. Add SignalOutput block, open it and in Create new enter Completed. Connect the Completed in SignalOutput to Output in Set Boolean block.
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  1. Go to the master_tutorial.fg. Open the Set Integer block (find the one which has Step 2 and Step 4 in it) and add Step 5 with Value 5, Step 6 with Value 6 and Step 7 with Value 7.

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  1. Connect the Platform: Tools in Switch - step infos block to setActive in Cleanup toolbox block. Connect the Completed in the Cleanup toolbox block to Step 5 in Set Integer block.
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  1. Go to the editor, select the toolbox_body_selection_box element, in the Node properties, tab Surface turn off Intersection. Do the same for the following elements: pushcart_selection_box, canister_selection_box, SELECTION_COLLECTIVE_STICK and SELECTION_CHECKLIST.
  2. Go to the editor and press Play, check if you can reach the step, where you can drag the toolbox (pressing and holding the left mouse button) on the platform.
  3. Now we are going to create functionality responsible for dragging the canister on the platform. Add a Container on the master_tutorial.fg window. Change its name to Cleanup canister. Open the block, press Create and save it under the Cleanup Canister then press OK.
  4. The blocks contained inside this container are very similar to the ones in Cleanup toolbox. Copy all that is inside the Cleanup toolbox by pressing Ctrl+A (or select all blocks and conections by dragging a box around them) then Ctrl+C and paste it inside the Cleanup Canister by pressing Ctrl+V.
  5. Make the changes presented on the screen below (changes indicated in yellow - connections and blocks). First open the SignalInput block and in Select Existed choose setActive. Open SignalOutput block and in Select existed choose Completed. Delete connection from setActive in SignalInput to Input of Set EnterCallback. Change the existing connection between the first and second Set Property blocks from Output - Input to Succeeded - Input. Connect the Succeeded in the third Set Property block to the Input of Set EnterCallback. Open the two String blocks and replace WorldTrigger Enter Platform ToolboxCleanup with WorldTrigger Enter canister CleanupCanister, and WorldTrigger Leave Platform ToolboxCleanup with WorldTrigger Leave canister CleanupCanister. Change the name of the WorldTrigger Enter Platform ToolboxCleanup block to WorldTrigger Enter canister CleanupCanister. Change the name of the block WorldTrigger Leave Platform ToolboxCleanup to WorldTrigger Leave canister CleanupCanister. Remove toolbox_body_selection_box block. Disconnect the pushcart_selection_box from the Node in the second Set Propery block and connect it to the Node in the first Set Property block. Add canister_selection_box from the Nodes window in the editor and connect it to the Node in the second Set Property block and to Node in the third Set Property block, located below. Replace the toolbox_body with canister, connections stay the same. Replace the toolbox_position with canister_position, connections remain the same. Disconnect the connection Succeeded - False between the Set Property and Set Boolean blocks. Between them add Set Property block. Open the new Set Property block and in type enter Node [Data/Items/World] in Property enter Enabled  [Boolean]. Connect the Input of the new Set Property block to Output of the previous Set Property block. Connect the Output of the new Set Property block to False in Set Boolean block. Connect the Boolean block to Enabled in the new Set Property block. Connect the Node in the new Set Property block to pushcart_trigger.
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  1. Go back to the master_tutorial.fg. Connect the setActive in Cleanup canister to Platform: Canister in Switch - step info. Connect the Completed in Cleanup canister to Step 6 in Set Integer.
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  1. Go to the editor and press Play, check if you can reach the step, where you can drag the canister (pressing and holding the left mouse button) on the platform.
  2. Now we are going to create functionality responsible for dragging the platform with canister and toolbox to the safety zone. Add a Container on the master_tutorial.fg window. Change its name to Move platform to safe zone. Open the block, press Create and save it under the MoveOutPlatform then press OK.
  3. Inside the MoveOutPlatform.fg add SignalInput block, open it and in Create new: enter setActive. Add Set Boolean block, connect its True to setActive in SignalInput. Add Init block connect its Output to False in Set Boolean block. Add Boolean block, name it isActive?, set it to False and connect it to Result in Set Boolean block.
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  1. Add three Set Property blocks. Open them and in Type enter Node [Data/Items/World], in Property enter Enabled  [Boolean].
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  1. Connect the Output in the Set Boolean block to Input of the first Set Property block. Connect the Output of the first Set Property block to Input of the second Set Property block. Connect the Output of the second Set Property block to the Input of the third Set Property block. Connect the isActive? block to Enabled in all three Set Property blocks. From the Nodes window in the editor drag three elements: pushcart_selection_box, hall_pushcart_dock_selection_box and platform_end_trigger on the Flowgraph window. Connect the pushcart_selection_box block to Node in the first Set Property block. Connect the hall_pushcart_dock_selection_box block to Node in the second Set Property block. Connect the platform_end_trigger block to Node in the third Set Property block.
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  1. Add Set EnterCallback block, connect its Input to Output of the last Set Property block. Add Set LeaveCallback block, connect its Input to Output of Set EnterCallback block. Connect the platform_end_trigger to WorldTrigger in Set EnterCallback and Set LeaveCallback blocks. Add two String blocks. Open the first one and enter WorldTrigger Enter End Position, connect the block to EventName in Set EnterCallback. Open the second one and enter WorldTrigger Leave End Position, connect the block to EventName in Set LeaveCallback.
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  1. Add DragObject container from the Embedded containers, change its name to Drag platform. Connect its isActive to isActive? block. Add pushcart from the Nodes window to the Flowgraph window and connect it to Drag Object in Drag platform block.
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  1. Add WorldTrigger EnterCallback block, change its name to WorldTrigger Enter End Position. Add WorldTrigger LeaveCallback, change its name to WorldTrigger Leave End Position. Add Compare Item block, connect its Input to Output of WorldTrigger Enter End Position block. Connect the pushcart object to A in the Compare Item block. Add Item block and connect it to Node in WorldTrigger Enter End Position block and to B in Compare Item block. Add Set Boolean block, connect its True to == in Compare Item and its False to Output in WorldTrigger Leave End Position. Add Boolean block, name it isPlatformInside?, set it to False and connect it to Result in Set Boolean block.
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  1. Add Init and Get Property blocks. Open the Get Property block and in Type select Game [Data/Items/Engine], in Property enter Player  [Player]. Connect its Input with Output of the Init block. Add Game block and connect it to Game in Get Property block. Add Player block and connect it to Player in Get Property block.
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  1. Add If block, connect its Input with DragStarted in Drag platform block. Connect the Condition in the If block to isActive? block. Add Set Boolean block, connect its True with DragEnded in Drag platform and with Succeeded in Get Property block. Connect the False in the Set Boolean block with True in the If block. Add Boolean block, name it isCameraControlled?, set it to False and connect it to Result in Set Boolean block. Add Set Property block, open it and in Type enter Player [Data/Items/Players], in Property enter Controlled  [Boolean]. Connect the Output of the Set Boolean block to Input of the Set Property block. Connect the Player block to Player in Set Property block. Connect the isCameraControlled? block to Controlled in Set Property block.
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  1. Add If block, connect its Input to DragEnded in Drag platform. Connect the Condition in the If block to isPlatformInside? block.
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  1. Add three Set Property blocks, open them and in Type select Node [Data/Items/World], in Property select Enabled  [Boolean]. Connect the True in If block to Input of the first Set Property block. Connect the Output of the first Set Property block to Input of the second Set Property block. Connect the Output of the second Set Property block to Input of the third Set Property block.
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  1. Add Boolean block, set it to False and connect it to Enabled in all three Set Property blocks. Connect the Node in the first Set Property block to pushcart_selection_box.  Connect the Node in the second Set Property block to hall_pushcart_dock_selection_box. Connect the Node in the third Set Property block to platform_end_trigger. Add Set Boolean block, connect its False with Output of the third Set Property block. Connect the Result in the Set Boolean block with isActive? block. Add SignalOutput block, open it and in Create new enter Completed. Connect the Output of the Set Boolean block with the Completed in the SignalInput block.
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  1. Go back to the master_tutorial.fg. Connect the setActive in Move platform to safe zone block to Platform: move out in Switch - step info block. Connect the Completed in Move platform to safe zone block to Step 7 in Set Integer block.
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  1. Go to the editor and press Play, check if you can reach the step, where you can drag the platform (pressing and holding the left mouse button) to the safety zone.
  2. The next lesson will show how to create camera movement - animation of entering into the helicopter.

 

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