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- //Moving
- var speed = 3.0;
- var rotateSpeed = 3.0;
- //Shooting
- var bullitPrefab:Transform;
- //Dying
- static var dead = false;
- //Getting hit
- var tumbleSpeed =1000;
- var decreaseTime = 1.5;
- var decayTime = 1.5;
- static var gotHit = false;
- private var backup = [tumbleSpeed, decreaseTime, decayTime];
- function LateUpdate()
- {
- if(dead)
- {
- transform.position = Vector3(0,4,0);
- gameObject.Find("Main Camera").transform.position = Vector3(0,4,-10);
- dead = false;
- }
- if(gotHit)
- {
- if(tumbleSpeed <1)
- {
- //we're not hit anymore... reset and get back in the game
- tumbleSpeed = backup[0];
- decreaseTime = backup[1];
- decayTime = backup[2];
- gotHit = false;
- } else
- {
- //we're hit, spin the guy around
- transform.Rotate(0,tumbleSpeed * Time.deltaTime,0, Space.World);
- tumbleSpeed = tumbleSpeed-decreaseTime;
- decreaseTime += decayTime;
- }
- }
- }
- //function OnControllerColliderHit(hit : ControllerColliderHit)
- function OnTriggerEnter( hit : Collider )
- {
- if(hit.gameObject.tag == "fallout")
- {
- dead = true;
- HealthControl.LIVES -=1;
- }
- if(hit.gameObject.tag == "enemyProjectile")
- {
- gotHit = true;
- HealthControl.HITS +=1;
- Destroy(hit.gameObject);
- }
- }
- function Update ()
- {
- var controller : CharacterController = GetComponent(CharacterController);
- transform.Rotate(0, Input.GetAxis ("Horizontal") * rotateSpeed, 0);
- var forward = transform.TransformDirection(Vector3.forward);
- var curSpeed = speed * Input.GetAxis ("Vertical");
- controller.SimpleMove(forward * curSpeed);
- if(Input.GetButtonDown("Jump"))
- {
- var bullit = Instantiate(bullitPrefab,
- transform.Find("SpawnPoint2").transform.position,
- Quaternion.identity);
- bullit.rigidbody.AddForce(transform.forward * 3000);
- }
- }
- @script RequireComponent(CharacterController)
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