void Update() { //Look at the player transform.LookAt(player); Rigidbody TempBody; //"push" it so it goes, no gravity TempBody = gameObject.GetComponent <Rigidbody>(); count += (1 * Time.deltaTime); if (count > 1) { //TempBody.AddForce(transform.up * 100); TempBody.AddForce(transform.forward * 800); count = 0; } //TempBody.AddForce(transform.forward * 10); //Calculate distance between player //float distance = Vector3.Distance(transform.position, player.position); //If the distance is smaller than the walkingDistance //if (distance < walkingDistance) // { //Move the enemy towards the player with smoothdamp //transform.position = Vector3.SmoothDamp(transform.position, player.position, ref smoothVelocity, smoothTime); //} }
void FixedUpdate() { //basic shot if (canshootint >= .5F) { canshootbool = true; } canshootint += Time.deltaTime; if (canshootbool) { //create hte bullet object GameObject Temp; //make it in the scene Temp = Instantiate(Bullet, gameObject.transform.position + new Vector3(0, 1, 0), gameObject.transform.rotation) as GameObject; //rotate for simple fire Temp.transform.Rotate(Vector3.left * 90); //give it a rigid body Rigidbody TempBody; //"push" it so it goes, no gravity TempBody = Temp.GetComponent <Rigidbody>(); TempBody.AddForce(transform.forward * Force); Destroy(Temp, 1.0f); canshootbool = false; canshootint = 0F; } }
// Update is called once per frame void Update() { if (Input.GetMouseButtonDown(1) && currentGrenades > 0) { currentGrenades--; //Instantiate the bullet and rotate. GameObject TemporaryBullet; TemporaryBullet = Instantiate(Grenade, BulletEmitter.transform.position, BulletEmitter.transform.rotation) as GameObject; //Get the Rigidbody component from the instantiated Bullet and give the bullet forward momentum. Rigidbody TempBody; TempBody = TemporaryBullet.GetComponent <Rigidbody>(); TempBody.AddForce(transform.forward * BulletForce); } }
// Update is called once per frame void Update() { if (Input.GetKeyDown("f")) { if (mineCount <= 0) { return; } mineCount--; //Instantiate the Mine and rotate. GameObject TemporaryBullet; TemporaryBullet = Instantiate(Mines, BulletEmitter.transform.position, BulletEmitter.transform.rotation) as GameObject; //Get the Rigidbody component from the instantiated Mine and give the bullet Mine momentum. Rigidbody TempBody; TempBody = TemporaryBullet.GetComponent <Rigidbody>(); TempBody.AddForce(transform.forward * BulletForce); } }
void FixedUpdate() { if (isapois) { //basic shot if (canshootint >= .5f) { canshootbool = true; } canshootint += Time.deltaTime; if (canshootbool) { //create hte bullet object GameObject Temp; //make it in the scene Temp = Instantiate(Bullet, gameObject.transform.position + new Vector3(0, 4, 0), gameObject.transform.rotation) as GameObject; //rotate for simple fire Temp.transform.Rotate(Vector3.left * 90); //give it a rigid body Rigidbody TempBody; //"push" it so it goes, no gravity TempBody = Temp.GetComponent <Rigidbody>(); TempBody.AddForce(new Vector3(Random.Range(-1000f, 1000f), Random.Range(500f, 1000f), Random.Range(-1000f, 1000f))); //Destroy(Temp, 1.0f); canshootbool = false; canshootint = 0F; } } if (isafire) { //basic shot if (canshootint >= .2F) { canshootbool = true; } canshootint += Time.deltaTime; if (canshootbool) { //create hte bullet object GameObject Temp; //make it in the scene Temp = Instantiate(Bullet, gameObject.transform.position + new Vector3(0, -3, 0), gameObject.transform.rotation) as GameObject; //rotate for simple fire Temp.transform.Rotate(Vector3.left * 90); //give it a rigid body Rigidbody TempBody; //"push" it so it goes, no gravity TempBody = Temp.GetComponent <Rigidbody>(); TempBody.AddForce(new Vector3(Random.Range(-1000f, 1000f), 0, Random.Range(-1000f, 1000f))); //Destroy(Temp, 1.0f); canshootbool = false; canshootint = 0F; } } if (isajumpy) { if (canjumpint >= 2F) { canjumpbool = true; } canjumpint += Time.deltaTime; if (canjumpbool) { Rigidbody temp = gameObject.GetComponent <Rigidbody>(); temp.AddForce(transform.up * 1000); canjumpbool = false; canjumpint = 0; //Debug.Log("jump "); } } if (isafly) { //basic shot if (canshootint >= 1F) { canshootbool = true; } canshootint += Time.deltaTime; if (canshootbool) { //create hte bullet object GameObject Temp; //make it in the scene Temp = Instantiate(Bullet, gameObject.transform.position + new Vector3(0, -4, 0), gameObject.transform.rotation) as GameObject; //rotate for simple fire Temp.transform.Rotate(Vector3.left * 90); //give it a rigid body Rigidbody TempBody; //"push" it so it goes, no gravity TempBody = Temp.GetComponent <Rigidbody>(); TempBody.AddForce(transform.forward * Force * 2); Destroy(Temp, 2.0f); canshootbool = false; canshootint = 0F; } } if (isashooter) { //basic shot if (canshootint >= .5F) { canshootbool = true; } canshootint += Time.deltaTime; if (canshootbool) { //create hte bullet object GameObject Temp; //make it in the scene Temp = Instantiate(Bullet, gameObject.transform.position + new Vector3(0, 1, 0), gameObject.transform.rotation) as GameObject; //rotate for simple fire Temp.transform.Rotate(Vector3.left * 90); //give it a rigid body Rigidbody TempBody; //"push" it so it goes, no gravity TempBody = Temp.GetComponent <Rigidbody>(); TempBody.AddForce(transform.forward * Force); Destroy(Temp, 1.0f); canshootbool = false; canshootint = 0F; } } if (isalaserman) { //basic shot if (canshootint >= 4F) { canshootbool = true; } canshootint += Time.deltaTime; if (canshootbool) { //create hte bullet object GameObject Temp; //make it in the scene Temp = Instantiate(Bullet, gameObject.transform.position + new Vector3(0, 1, 0), gameObject.transform.rotation) as GameObject; //rotate for simple fire Temp.transform.Rotate(Vector3.left * 90); //give it a rigid body //Rigidbody TempBody; //"push" it so it goes, no gravity // TempBody = Temp.GetComponent<Rigidbody>(); // TempBody.AddForce(transform.forward * Force); Destroy(Temp, 3.0f); canshootbool = false; canshootint = 0F; } } }
void Update() { //basic shot if (canshootint >= 1F) { canshootbool = true; } canshootint += Time.deltaTime; //mode change if (Input.GetKeyDown(KeyCode.J)) { if (mode != 0) { mode--; } } if (Input.GetKeyDown(KeyCode.K)) { if (mode != 2) { mode++; } } type.text = types[mode]; // type 0 if (Input.GetKeyDown(KeyCode.U) && canshootbool) { if (mode == 0) { //create hte bullet object GameObject Temp; //make it in the scene Temp = Instantiate(Bullet, Bullet_Emitter.transform.position, Bullet_Emitter.transform.rotation) as GameObject; //rotate for simple fire Temp.transform.Rotate(Vector3.left * 90); //give it a rigid body Rigidbody TempBody; //"push" it so it goes, no gravity TempBody = Temp.GetComponent <Rigidbody>(); TempBody.AddForce(transform.forward * Force); Destroy(Temp, 1.0f); } if (mode == 1) { //create hte bullet object GameObject Temp1; //make it in the scene Temp1 = Instantiate(FBullet, Bullet_Emitter.transform.position, Bullet_Emitter.transform.rotation) as GameObject; //rotate for simple fire Temp1.transform.Rotate(Vector3.left * 90); //give it a rigid body Rigidbody TempBody; //"push" it so it goes, no gravity TempBody = Temp1.GetComponent <Rigidbody>(); TempBody.AddForce(transform.forward * Force); Destroy(Temp1, 1.0f); } if (mode == 2) { //create hte bullet object GameObject Temp; //make it in the scene Temp = Instantiate(BBullet, Bullet_Emitter.transform.position, Bullet_Emitter.transform.rotation) as GameObject; //rotate for simple fire Temp.transform.Rotate(Vector3.left * 90); //give it a rigid body Rigidbody TempBody; //"push" it so it goes, no gravity TempBody = Temp.GetComponent <Rigidbody>(); TempBody.AddForce(transform.forward * Force); Destroy(Temp, 1.0f); } canshootbool = false; canshootint = 0F; } //Fast and long range if (Input.GetKeyDown(KeyCode.I) && canshootbool) { if (mode == 0) { //create hte bullet object GameObject Temp; //make it in the scene Temp = Instantiate(Bullet, Bullet_Emitter.transform.position, Bullet_Emitter.transform.rotation) as GameObject; //rotate for simple fire Temp.transform.Rotate(Vector3.left * 90); //give it a rigid body Rigidbody TempBody; //"push" it so it goes, no gravity TempBody = Temp.GetComponent <Rigidbody>(); TempBody.AddForce(transform.forward * Force * 3); Destroy(Temp, 1.0f); } if (mode == 1) { //create hte bullet object GameObject Temp; //make it in the scene Temp = Instantiate(FBullet, Bullet_Emitter.transform.position, Bullet_Emitter.transform.rotation) as GameObject; //rotate for simple fire Temp.transform.Rotate(Vector3.left * 90); //give it a rigid body Rigidbody TempBody; //"push" it so it goes, no gravity TempBody = Temp.GetComponent <Rigidbody>(); TempBody.AddForce(transform.forward * Force * 3); Destroy(Temp, 1.0f); } if (mode == 2) { //create hte bullet object GameObject Temp; //make it in the scene Temp = Instantiate(BBullet, Bullet_Emitter.transform.position, Bullet_Emitter.transform.rotation) as GameObject; //rotate for simple fire Temp.transform.Rotate(Vector3.left * 90); //give it a rigid body Rigidbody TempBody; //"push" it so it goes, no gravity TempBody = Temp.GetComponent <Rigidbody>(); TempBody.AddForce(transform.forward * Force * 3); Destroy(Temp, 1.0f); } canshootbool = false; canshootint = 0F; } //shotgun if (Input.GetKeyDown(KeyCode.O) && canshootbool) { if (mode == 0) { int x = 0; GameObject Temp; for (; x < 3; x++) { //make it in the scene Temp = Instantiate(Bullet, Bullet_Emitter.transform.position, Bullet_Emitter.transform.rotation) as GameObject; //rotate for simple fire Temp.transform.Rotate(Vector3.left * (60 + (30 * x))); //give it a rigid body Rigidbody TempBody; //"push" it so it goes, no gravity TempBody = Temp.GetComponent <Rigidbody>(); TempBody.AddForce(transform.forward * Force); Destroy(Temp, .3f); canshootbool = false; canshootint = 0F; } x = 0; } if (mode == 1) { int x = 0; GameObject Temp; for (; x < 3; x++) { //make it in the scene Temp = Instantiate(FBullet, Bullet_Emitter.transform.position, Bullet_Emitter.transform.rotation) as GameObject; //rotate for simple fire Temp.transform.Rotate(Vector3.left * (60 + (30 * x))); //give it a rigid body Rigidbody TempBody; //"push" it so it goes, no gravity TempBody = Temp.GetComponent <Rigidbody>(); TempBody.AddForce(transform.forward * Force); Destroy(Temp, .3f); canshootbool = false; canshootint = 0F; } x = 0; } if (mode == 2) { int x = 0; GameObject Temp; for (; x < 3; x++) { //make it in the scene Temp = Instantiate(BBullet, Bullet_Emitter.transform.position, Bullet_Emitter.transform.rotation) as GameObject; //rotate for simple fire Temp.transform.Rotate(Vector3.left * (60 + (30 * x))); //give it a rigid body Rigidbody TempBody; //"push" it so it goes, no gravity TempBody = Temp.GetComponent <Rigidbody>(); TempBody.AddForce(transform.forward * Force); Destroy(Temp, .3f); canshootbool = false; canshootint = 0F; } x = 0; } } //circle /* * if (Input.GetKeyDown(KeyCode.P) && canshootbool) * { * //create hte bullet object * GameObject Temp; * //make it in the scene * //Temp = Instantiate(Big, Bullet_Emitter.transform.position, Bullet_Emitter.transform.rotation) as GameObject; * //rotate for simple fire * Temp.transform.Rotate(Vector3.left * 90); * //give it a rigid body * Rigidbody TempBody; * //"push" it so it goes, no gravity * TempBody = Temp.GetComponent<Rigidbody>(); * TempBody.AddForce(transform.forward * Force); * Destroy(Temp, 10.0f); * * canshootbool = false; * canshootint = 0F; * }*/ }