Side projects, and non-profit work. Always in search of the indefinable hack.
Thursday, April 25, 2013
More C# conversions of the Unity scripts for the Lynda.com Unity essentials course
Projectile Class
public class Projectile : MonoBehaviour {
public GameObject projectile;
public float FireRate = 0.5f;
public float Speed = 5f;
internal float nextFire;
void Update ()
{
if (Input.GetButton ("Fire1") && Time.time > nextFire)
{
nextFire = Time.time + FireRate;
GameObject clone = (GameObject)Instantiate(projectile, transform.position, transform.rotation);
clone.rigidbody.velocity = transform.TransformDirection(new Vector3(0,0,Speed));
Physics.IgnoreCollision(clone.collider, transform.root.collider); //stops projectile from colliding with player
}
}
}
Final Projectile Handler Class
public class ProjectileHandler : MonoBehaviour {
void Start ()
{
//Destroy(gameObject, 5); // destroy object after set time
}
void Update () {
}
void OnCollisionEnter(Collision collison)
{
if (collison.transform.tag != "Dont Destroy")
{
//send message to collided object
collison.transform.SendMessage("BeenHit", SendMessageOptions.DontRequireReceiver);
//Debug.Log(collison.transform.name);
Destroy(gameObject, 1);
}
else
{
Destroy(rigidbody, 5);
//Debug.Log("stopped " + collison.transform.name);
}
}
}
DoorDamage Controller
public class DoorDamageController : MonoBehaviour {
public Collider doorJam;
public Collider wall;
void BeenHit()
{
//Destroy(gameObject, 1);
Physics.IgnoreCollision(doorJam.collider, transform.collider);
Physics.IgnoreCollision(wall.collider, transform.collider);
}
}
GameManager
public class GameManager : MonoBehaviour {
public GameObject fpc;
// Use this for initialization
void Start ()
{
//hide cursor
Screen.showCursor = false;
}
// Update is called once per frame
void Update ()
{
if (Input.GetKeyDown("escape"))
{
Screen.showCursor = !Screen.showCursor;
fpc.SendMessage("ToggleInput", Screen.showCursor);
}
}
}
Labels:
C#,
Javascript,
lynda,
Unity,
Unity3d
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