
Tuesday, July 20, 2010
Monday, July 19, 2010
Sunday, July 18, 2010
Enemy Collider Script
Here is the collider script attached to the collider of the enemy
function Update () {
}
function OnTriggerEnter ( other : Collider) {
if (other.gameObject.tag == "player") {
enemymove.attacking=true;
}
}
function OnTriggerExit ( other : Collider) {
if (other.gameObject.tag == "player") {
enemymove.attacking=false;
}
}
function Update () {
}
function OnTriggerEnter ( other : Collider) {
if (other.gameObject.tag == "player") {
enemymove.attacking=true;
}
}
function OnTriggerExit ( other : Collider) {
if (other.gameObject.tag == "player") {
enemymove.attacking=false;
}
}
Enemy Script
Heres a basic enemy script I created for the enemies to start with; once you come within their collider they start to come at you unit they touch or unit you escape their box collider or other shape maybe in the future. Again, we want to start simple master the move onto other things.
var enemy : GameObject;
var player : GameObject;
static var attacking = false;
function Update () {
if (attacking){
transform.LookAt(player.transform);
enemy.rigidbody.transform.Translate(2*Vector3.forward * Time.deltaTime);
}
}
function OnCollisionEnter (collisionInfo : Collision) {
if (collisionInfo.gameObject.tag == "player") {
attacking=false;
}
}
function OnCollisionExit (collisionInfo : Collision) {
if (collisionInfo.gameObject.tag == "player") {
attacking=true;
}
}
var enemy : GameObject;
var player : GameObject;
static var attacking = false;
function Update () {
if (attacking){
transform.LookAt(player.transform);
enemy.rigidbody.transform.Translate(2*Vector3.forward * Time.deltaTime);
}
}
function OnCollisionEnter (collisionInfo : Collision) {
if (collisionInfo.gameObject.tag == "player") {
attacking=false;
}
}
function OnCollisionExit (collisionInfo : Collision) {
if (collisionInfo.gameObject.tag == "player") {
attacking=true;
}
}
Code for camera
heres a code me and baker came up with for a camera might work nicely with our game
var targetThing : Transform;
var smoothness: float = 10;
var xOffset: float = 10;
var yOffset: float = 0;
var zOffset: float = 0;
var enableLookAt: boolean = false;
function Update () {
if (enableLookAt) {
transform.LookAt(targetThing.transform);
}
transform.position.x += (targetThing.transform.position.x - transform.position.x + xOffset) / smoothness;
transform.position.y += (targetThing.transform.position.y - transform.position.y + yOffset) / smoothness;
transform.position.z += (targetThing.transform.position.z - transform.position.z + zOffset) / smoothness;
}
var targetThing : Transform;
var smoothness: float = 10;
var xOffset: float = 10;
var yOffset: float = 0;
var zOffset: float = 0;
var enableLookAt: boolean = false;
function Update () {
if (enableLookAt) {
transform.LookAt(targetThing.transform);
}
transform.position.x += (targetThing.transform.position.x - transform.position.x + xOffset) / smoothness;
transform.position.y += (targetThing.transform.position.y - transform.position.y + yOffset) / smoothness;
transform.position.z += (targetThing.transform.position.z - transform.position.z + zOffset) / smoothness;
}
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