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Player action
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Player action
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerAct : MonoBehaviour {
private CharacterController controller;
public float speed = 20.0f;
private Vector3 moveVector;
private float verticalVelocity = 0.0f;
private float gravity = 12.0f;
public float animationTime = 02.0f;
private bool dead = false;
// Use this for initialization
void Start () {
controller = GetComponent<CharacterController>();
}
// Update is called once per frame
void Update () {
if (dead)
{
return;
}
if(Time.time < animationTime)
{
controller.Move(Vector3.forward * speed*Time.deltaTime);
return;
}
moveVector = Vector3.zero;
if(controller.isGrounded)
{
verticalVelocity = -0.5f;
}
else{
verticalVelocity -= gravity*Time.deltaTime;
}
moveVector.x = Input.GetAxisRaw("Horizontal")*speed;
moveVector.y = verticalVelocity;
moveVector.z = speed;
controller.Move (moveVector*Time.deltaTime);
}
public void setSpeed(float mod){
speed = speed+mod;
}
private void OnControllerColliderHit(ControllerColliderHit hit)
{
if((hit.point.z>transform.position.z+controller.radius)&&(hit.gameObject.tag == "Lethel"))
{
Debug.Log("Done");
Death(); //Decoment to gain deth ability
}
}
private void Death(){
Debug.Log("Dead");
dead = true;
GetComponent<Score>().OnDeath();
}
}