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Roymoy

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May 30th, 2011
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  1. //Moving
  2. var speed = 3.0;
  3. var rotateSpeed = 3.0;
  4. //Shooting
  5. var bullitPrefab:Transform;
  6. //Dying
  7. static var dead = false;
  8.  
  9. //Getting hit
  10. var tumbleSpeed =1000;
  11. var decreaseTime = 1.5;
  12. var decayTime = 1.5;
  13. static var gotHit = false;
  14. private var backup = [tumbleSpeed, decreaseTime, decayTime];
  15.  
  16. function LateUpdate()
  17. {
  18. if(dead)
  19. {
  20. transform.position = Vector3(0,4,0);
  21. gameObject.Find("Main Camera").transform.position = Vector3(0,4,-10);
  22. dead = false;
  23. }
  24. if(gotHit)
  25. {
  26. if(tumbleSpeed <1)
  27. {
  28. //we're not hit anymore... reset and get back in the game
  29. tumbleSpeed = backup[0];
  30. decreaseTime = backup[1];
  31. decayTime = backup[2];
  32. gotHit = false;
  33. } else
  34. {
  35. //we're hit, spin the guy around
  36. transform.Rotate(0,tumbleSpeed * Time.deltaTime,0, Space.World);
  37. tumbleSpeed = tumbleSpeed-decreaseTime;
  38. decreaseTime += decayTime;
  39. }
  40. }
  41. }
  42. //function OnControllerColliderHit(hit : ControllerColliderHit)
  43. function OnTriggerEnter( hit : Collider )
  44. {
  45. if(hit.gameObject.tag == "fallout")
  46. {
  47. dead = true;
  48. HealthControl.LIVES -=1;
  49. }
  50. if(hit.gameObject.tag == "enemyProjectile")
  51. {
  52. gotHit = true;
  53. HealthControl.HITS +=1;
  54. Destroy(hit.gameObject);
  55. }
  56. }
  57.  
  58.  
  59.  
  60. function Update ()
  61. {
  62. var controller : CharacterController = GetComponent(CharacterController);
  63. transform.Rotate(0, Input.GetAxis ("Horizontal") * rotateSpeed, 0);
  64. var forward = transform.TransformDirection(Vector3.forward);
  65. var curSpeed = speed * Input.GetAxis ("Vertical");
  66. controller.SimpleMove(forward * curSpeed);
  67.  
  68. if(Input.GetButtonDown("Jump"))
  69. {
  70. var bullit = Instantiate(bullitPrefab,
  71. transform.Find("SpawnPoint2").transform.position,
  72. Quaternion.identity);
  73.  
  74.  
  75. bullit.rigidbody.AddForce(transform.forward * 3000);
  76. }
  77.  
  78.  
  79. }
  80.  
  81.  
  82.  
  83.  
  84. @script RequireComponent(CharacterController)
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