
Tuesday, November 23, 2010
Friday, November 19, 2010
Wednesday, November 10, 2010
Week 5: Programming: AI
var enemyaggro : GameObject;
var player2 : GameObject;
var enemyState = "String";
var health= 100;
var localchase =false;
var playerLastX=0.0;
var playerLastZ=0.0;
var playerLastY=0.0;
var firstX=0.0;
var switcher=1;
function Start(){
enemyState = "idle";
print(enemyState);
firstX=transform.position.x;
}
function Update () {
if(enemyState == "chase"){
enemychase();
print(enemyState);
}
if(enemyState == "attackmode"){
enemyAttack();
print(enemyState);
}
if(localchase){
enemyState="chase";
}
if(enemyState=="looking"){
startLooking2();
}
if(enemyState=="confusion"){
startConfusion();
}
}
function OnCollisionStay (collision : Collision) {
if (collision.gameObject.tag == "Player") {
enemyState="attackmode";
}
}
function enemyAttack(){
transform.LookAt(player2.transform);
print("enemyhit");
yield WaitForSeconds(3);
enemyState="idle";
}
function enemychase(){
transform.LookAt(player2.transform);
rigidbody.transform.Translate(2*Vector3.forward * Time.deltaTime);
}
function startLocalChase () {
localchase =true;
}
function startLooking(){
localchase = false;
playerLastX=player2.transform.position.x;
playerLastZ=player2.transform.position.z;
playerLastY=player2.transform.position.y;
enemyState ="looking";
transform.LookAt(Vector3(playerLastX,playerLastY,playerLastZ));
}
function startLooking2(){
if(!localchase){
rigidbody.transform.Translate(2*Vector3.forward * Time.deltaTime);
yield WaitForSeconds(6);
enemyState="confusion";
print(enemyState);
}
}
function startConfusion(){
if(!localchase){
transform.Rotate(20*Vector3.down * Time.deltaTime);
}
}
function OnGUI () {
GUI.Label(Rect(Screen.width - 120, 10, 200, 50),"Enemy Health: " + health);
}
Tuesday, October 26, 2010
Week 4: Programming
function Update() {
if(Input.GetButtonDown("KeyBoardAttack(F)"))
{
swordenable();
}
}
function swordenable(){
gameObject.tag = "player_weapon";
print("namechanged");
yield WaitForSeconds(1);
gameObject.tag = "Untagged";
}
Code which solves the previous weeks problem. Now the dagger is only active for one second after you hit the attack button.
if(Input.GetButtonDown("KeyBoardAttack(F)"))
{
swordenable();
}
}
function swordenable(){
gameObject.tag = "player_weapon";
print("namechanged");
yield WaitForSeconds(1);
gameObject.tag = "Untagged";
}
Code which solves the previous weeks problem. Now the dagger is only active for one second after you hit the attack button.
Week 3: Programming
function OnTriggerEnter(other: Collider)
{
if(other.gameObject.tag == "player_weapon")
{
print("hit");
SendMessageUpwards ("Assasination");
}
}
This code is on a collider behind the enemy and when you sneak up behind him and attack him he will die in one hit. A problem that I am having is that the sword object is always active. So even without hitting the attack button it will kill then enemy. One way to solve this problem is im am going to change the name of the collider for the sword and only change it when the attack button is pressed and then change it back in a couple of seconds.
{
if(other.gameObject.tag == "player_weapon")
{
print("hit");
SendMessageUpwards ("Assasination");
}
}
This code is on a collider behind the enemy and when you sneak up behind him and attack him he will die in one hit. A problem that I am having is that the sword object is always active. So even without hitting the attack button it will kill then enemy. One way to solve this problem is im am going to change the name of the collider for the sword and only change it when the attack button is pressed and then change it back in a couple of seconds.
Tuesday, October 12, 2010
Week 2: Programming
Week 2: Level Design
Tuesday, September 21, 2010
Tuesday, September 14, 2010
Animation: Claw attack reference
I couldnt find any good reference on an claw attack so I did my own
Tuesday, August 31, 2010
Programming: Test Enviornment 03: One shadow collider

Light map created for unity

UVoutline of level 3
Overview shot in unity of the shadow collider in the scene, scene is lit with no lights

Mesh for shadow collider, this collider is ignored in unity and is used as a mesh collider. This is now used for the shadows instead of creating a ton of colliders I have one collider now.
Level 3 before modifications
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