Sunday, October 24, 2010

video #15

video #14

script:
//Moving around
var speed = 3.0;
var rotateSpeed = 3.0;

//Shooting
var bullitPrefab:Transform;

//Dying
private var dead = false;

//Getting hit
var tumbleSpeed = 800;
var decreaseTime = 0.01;
var decayTime = 0.01;
static var gotHit = false;
private var backup =[tumbleSpeed, drecreaseTime, decayTime];

function LateUpdate()
{
if(dead)
{
transform.position = Vector3(-96,4,-85);
gameObject.Find("Main Camera").transform.position = Vector3(0,4,-10);
dead = false;
}
{
if(tumbleSpeed < 1)
{
//we're not hit anumore.... reset & get back in the game!
tumbleSpeed = backup[0];
decreaseTime = backup[1];
decayTime = backup[2];
gotHit = false;
}
else
{
//we're hit! Spin our character around
transform .Rotate(0,tumbleSpeed * Time.deltaTime,0 Space.World);
tumbleSpeed = tumbleSpeed-decreaseTime;
decreaseTime += decayTime;
}


}


function OnControllerColliderHit(hit:ControllerColliderHit) //onTriggerEnter 1 collider
{
if(hit.gameObject.tag == "fallout")
{
dead = true;
//substract life here
HealthControl.LIVES -= 1;
}
function LateUpdate()
transform.position = Vector3(-96,4,-85);
gameObject.Find("Main Camera").transform.position = Vector3(0,4,-10);
dead = false;


@script RequireComponent(CharacterController)

function OnControllerColliderHit(hit:ControllerColliderHit) //onTriggerEnter 1 collider
{
if(hit.gameObject.tag == "fallout")
{
dead = true;
//substract life here
HealthControl.LIVES -= 1;
}


}

function Update ()
{
var controller : CharacterController = GetComponent(CharacterController);

// Rotate around y - axis
transform.Rotate(0, Input.GetAxis ("Horizontal") * rotateSpeed, 0);

// Move forward / backward
var forward = transform.TransformDirection(Vector3.forward);
var curSpeed = speed * Input.GetAxis ("Vertical");
controller.SimpleMove(forward * curSpeed);

if(Input.GetButtonDown("Jump"))
{
var bullit = Instantiate (bullitPrefab,
GameObject.Find("spawnPoint2").transform.position,
Quaternion.identity);
bullit.rigidbody.AddForce(transform.forward * 6000);
}

}

function LateUpdate()
{
if(dead)
{
transform.position = Vector3(-96,4,-85);
gameObject.Find("Main Camera").transform.position = Vector3(0,4,-10);
dead = false;
}
}

@script RequireComponent(CharacterController)

@script RequireComponent(CharacterController)

Saturday, October 23, 2010

video #13

HealthControl script:
var health1 : Texture2D; //one live left
var health2 : Texture2D; //two lives left
var health3 : Texture2D;//full health

static var LIVES = 3;

function Update ()
{
switch (LIVES)
{
case 3:
guiTexture.texture = health3;
break;

case 2:
guiTexture.texture = health2;
break;

case 1:
guiTexture.texture = health1;
break;

case 0:
//gameover script here
break;
}
}

video #12

script:
var speed = 3.0;
var rotateSpeed = 3.0;
var bullitPrefab:Transform;
private var dead = false;

function OnControllerColliderHit(hit:ControllerColliderHit)
{
if(hit.gameObject.tag == "fallout")
{
dead = true;
//substract life here
}
}

function Update ()
{
var controller : CharacterController = GetComponent(CharacterController);

// Rotate around y - axis
transform.Rotate(0, Input.GetAxis ("Horizontal") * rotateSpeed, 0);

// Move forward / backward
var forward = transform.TransformDirection(Vector3.forward);
var curSpeed = speed * Input.GetAxis ("Vertical");
controller.SimpleMove(forward * curSpeed);

if(Input.GetButtonDown("Jump"))
{
var bullit = Instantiate (bullitPrefab,
GameObject.Find("spawnPoint2").transform.position,
Quaternion.identity);
bullit.rigidbody.AddForce(transform.forward * 6000);
}

}

function LateUpdate()
{
if(dead)
transform.position = Vector 3 (0,4,0)
gameObject.Find("Main Camera").transform.position = Vector3 (0,4,-10)
dead = false;
}
}

video #11

script:
var LookAtTarget:Transform;
var damp = 6.0;
var bullitPrefab:Transform;
var savedTime=0;


function Update ()
{
if(LookAtTarget)
{
var rotate = Quaternion.LookRotation(LookAtTarget.position - transform.position);

transform.rotation = Quaternion.Slerp(transform.rotation, rotate, Time.deltaTime * damp);

var seconds : int = Time.time;
var oddeven = (seconds % 2);

if(oddeven)
{
Shoot(seconds);
}
}
}
function Shoot(seconds)
{
if(seconds!=savedTime)
{
var bullit = Instantiate(bullitPrefab ,transform.Find("spawnPoint").transform.position ,
Quaternion.identity);
bullit.rigidbody.AddForce(transform.forward * 1000);

savedTime=seconds;
}
}

video #10

script:
var LookAtTarget:Transform;
var damp = 6.0;

function Update ()
{
if(LookAtTarget)
{
var rotate = Quaternion.LookRotation(LookAtTarget.position - transform.position);

transform.rotation = Quaternion.Slerp(transform.rotation, rotate, Time.deltaTime * damp);

}
//transform.LookAt(LookAtTarget);
}

video #9

Here is the script used in this video
var LookAtTarget:Transform;

function Update ()
{
transform.LookAt(LookAtTarget);
}