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| 1 | //PlayerAttack.js | |
| 2 | #pragma strict | |
| 3 | ||
| 4 | var hitDistance : float = 1.5; | |
| 5 | ||
| 6 | var attackStrength = 50.0; //damage dealt to zombie | |
| 7 | var attackForce = 800.0; //determines the knockback on a zombie | |
| 8 | var attackCounterSet = 10; | |
| 9 | var attackCounter = attackCounterSet; | |
| 10 | ||
| 11 | function FixedUpdate () {
| |
| 12 | if(attackCounter > 0){
| |
| 13 | attackCounter--; | |
| 14 | } | |
| 15 | ||
| 16 | if(Input.GetMouseButtonUp(0) && attackCounter <= 0){ //if left click and timer is 0, attack
| |
| 17 | attackCounter = attackCounterSet; | |
| 18 | Attack(); | |
| 19 | ||
| 20 | } | |
| 21 | } | |
| 22 | ||
| 23 | function Attack(){
| |
| 24 | ||
| 25 | ||
| 26 | ||
| 27 | var cam : Camera = Camera.main; | |
| 28 | var ray : Ray = cam.ScreenPointToRay(Vector3(cam.pixelWidth /2, cam.pixelHeight / 2, 0)); | |
| 29 | var hit : RaycastHit; | |
| 30 | if (Physics.Raycast(ray, hit)){
| |
| 31 | ||
| 32 | if((hit.collider.gameObject.tag == "Zombie") && (hit.distance <= hitDistance)){ //if distance within range && is zombie
| |
| 33 | hit.collider.GetComponent(ZombieScript).adjustHealth(attackStrength); //adjustHealth | |
| 34 | hit.rigidbody.AddRelativeForce(0, 0, -attackForce); //force back | |
| 35 | ||
| 36 | if(hit.collider.GetComponent(ZombieScript).health <=0){
| |
| 37 | //die code | |
| 38 | Destroy(hit.collider.gameObject); | |
| 39 | ||
| 40 | } | |
| 41 | } | |
| 42 | ||
| 43 | ||
| 44 | } | |
| 45 | ||
| 46 | ||
| 47 | ||
| 48 | } | |
| 49 | ||
| 50 | function OnGUI(){
| |
| 51 | GUI.Box(new Rect (Camera.main.pixelWidth/2-25, Camera.main.pixelHeight/2-25, 50, 50), "X"); | |
| 52 | } |