Sunday, October 24, 2010
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)
//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;
}
}
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;
}
}
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;
}
}
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);
}
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);
}
var LookAtTarget:Transform;
function Update ()
{
transform.LookAt(LookAtTarget);
}
video #8
here is the killMeOverTime script var lifeTime = 5.0;
function Awake ()
{
Destroy (gameObject, lifeTime);
}
function Awake ()
{
Destroy (gameObject, lifeTime);
}
Friday, October 22, 2010
video #6
Here's the script that he used in the last video
var speed = 3.0;
var rotateSpeed = 3.0;
var bullitPrefab:Transform;
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("spawnPoint").transform.position,
Quaternion.identity);
bullit.rigidbody.AddForce(transform.forward * 6000);
}
}
@script RequireComponent(CharacterController)
var speed = 3.0;
var rotateSpeed = 3.0;
var bullitPrefab:Transform;
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("spawnPoint").transform.position,
Quaternion.identity);
bullit.rigidbody.AddForce(transform.forward * 6000);
}
}
@script RequireComponent(CharacterController)
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