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using UnityEngine;
using System.Collections;

public class PlayerController : MonoBehaviour {

    private bool canJump = true;
    private bool jumping = false;
    private Transform head;

	// Use this for initialization
	void Start () {
	        head = transform.Find("Chest/Head");
	}


	// Update is called once per frame
	void Update () {
	    
	}

	// Modifs physiques
	void FixedUpdate()
	{
		Vector3 direction = new Vector3();
		direction += Input.GetAxis("Horizontal") * Camera.main.transform.right;
		direction += Input.GetAxis("Vertical") * Camera.main.transform.forward;
		direction.y = 0;

		Vector3 newVelocity = direction * 10;
		newVelocity.y = rigidbody.velocity.y;
		rigidbody.velocity = newVelocity;
		transform.LookAt(transform.position + direction);
		rigidbody.angularVelocity = new Vector3();

		Vector3 dirGaze = Camera.main.transform.forward;
		dirGaze.y = 0;
		head.LookAt(head.position + dirGaze);


		if (Input.GetButtonDown("Jump") && canJump)
		{
			rigidbody.AddForce(Vector3.up * 10, ForceMode.Impulse);
			canJump = false;
			jumping = true;
		}
    }

    void OnCollisionEnter(Collision col)
    {
        if (col.contacts[0].normal.y > 0.3f)
            canJump = true;   
    }
}



Player Controller


using UnityEngine;
using System.Collections;

public class FollowPlayer : MonoBehaviour {

	public Transform trackedObject;
	private Vector3 lastPosition;

	// Use this for initialization
	void Start () {
		lastPosition = trackedObject.position;
	}
	
	// Update is called once per frame
	void FixedUpdate () {
		transform.position += trackedObject.position - lastPosition;
		lastPosition = trackedObject.position;
		transform.RotateAround(trackedObject.position, Vector3.up, Input.GetAxis("HorizontalRight")*3);
		transform.RotateAround(trackedObject.position, trackedObject.right, Input.GetAxis("VerticalRight") * 3);
		transform.LookAt(trackedObject.position,Vector3.up);
   	 }
}

Follow Player


using UnityEngine;
using System.Collections;

public class Attack : MonoBehaviour {

	public Transform grenadePrefab;
	Transform gren = null;
    float timeThrow = 0;

	// Use this for initialization
	void Start () {
		
	}
	
	// Update is called once per frame
	void Update () {

		if(gren)
			gren.position = Camera.main.transform.position +
										Camera.main.transform.forward;

		if (Input.GetButton("Fire1"))
		{
            timeThrow += Time.deltaTime;

            if (gren == null)
			{
                timeThrow = 0;
                gren = Instantiate(grenadePrefab,
										Camera.main.transform.position +
										Camera.main.transform.forward,
										Quaternion.identity) as Transform;
			}

		}
		else
		{
			if (gren != null)
			{
				Vector3 force = Camera.main.transform.forward;
				force = Quaternion.AngleAxis(-30, Camera.main.transform.right) * force;
				force = force.normalized * 10 * timeThrow;
				Rigidbody rbGren = gren.GetComponent<Rigidbody>();
				rbGren.velocity = force;
				gren = null;
			}
		}
	}
}


Attack Donald




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