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| 1 | using System.Collections; | |
| 2 | using System.Collections.Generic; | |
| 3 | using UnityEngine; | |
| 4 | ||
| 5 | public class player : MonoBehaviour | |
| 6 | {
| |
| 7 | #region variables_and_start | |
| 8 | private bool wPressed; | |
| 9 | private bool aPressed; | |
| 10 | private bool sPressed; | |
| 11 | private bool dPressed; | |
| 12 | private Rigidbody rb; | |
| 13 | private bool isGrounded; | |
| 14 | ||
| 15 | public float speed; | |
| 16 | public float jumpForce; | |
| 17 | public GameObject Camera; | |
| 18 | // Start is called before the first frame update | |
| 19 | void Start() | |
| 20 | {
| |
| 21 | rb=GetComponent<Rigidbody>(); | |
| 22 | } | |
| 23 | #endregion | |
| 24 | #region Moving | |
| 25 | // Update is called once per frame | |
| 26 | void Update() | |
| 27 | {
| |
| 28 | Ray ray = new Ray(transform.position,-transform.up); | |
| 29 | RaycastHit hit; | |
| 30 | if(Physics.Raycast(ray,out hit)){
| |
| 31 | if(hit.distance<=1.1f){
| |
| 32 | isGrounded=true; | |
| 33 | } | |
| 34 | else{
| |
| 35 | isGrounded=false; | |
| 36 | } | |
| 37 | } | |
| 38 | if(Input.GetKeyDown(KeyCode.W)){
| |
| 39 | wPressed=true; | |
| 40 | } | |
| 41 | if(Input.GetKeyUp(KeyCode.W)){
| |
| 42 | wPressed=false; | |
| 43 | } | |
| 44 | if(Input.GetKeyDown(KeyCode.A)){
| |
| 45 | aPressed=true; | |
| 46 | } | |
| 47 | if(Input.GetKeyUp(KeyCode.A)){
| |
| 48 | aPressed=false; | |
| 49 | } | |
| 50 | if(Input.GetKeyDown(KeyCode.S)){
| |
| 51 | sPressed=true; | |
| 52 | } | |
| 53 | if(Input.GetKeyUp(KeyCode.S)){
| |
| 54 | sPressed=false; | |
| 55 | } | |
| 56 | if(Input.GetKeyDown(KeyCode.D)){
| |
| 57 | dPressed=true; | |
| 58 | } | |
| 59 | if(Input.GetKeyUp(KeyCode.D)){
| |
| 60 | dPressed=false; | |
| 61 | } | |
| 62 | if(Input.GetKeyDown(KeyCode.Space)&&isGrounded){
| |
| 63 | rb.AddForce(transform.up*jumpForce,ForceMode.Impulse); | |
| 64 | } | |
| 65 | Ray shoot = new Ray(Camera.transform.position,transform.forward*Mathf.Infinity); | |
| 66 | Debug.DrawRay(Camera.transform.position,transform.forward*Mathf.Infinity,Color.blue,100f); | |
| 67 | ||
| 68 | if(Input.GetMouseButtonDown(0)){
| |
| 69 | RaycastHit hit1; | |
| 70 | if(Physics.Raycast(shoot,out hit1)){
| |
| 71 | Debug.Log(hit.collider.gameObject.name); | |
| 72 | if(hit1.collider.gameObject.tag=="Zombi"){
| |
| 73 | Debug.Log("Enemy");
| |
| 74 | Zombi z = hit.collider.gameObject.GetComponent<Zombi>(); | |
| 75 | z.health-=50; | |
| 76 | } | |
| 77 | } | |
| 78 | } | |
| 79 | } | |
| 80 | void FixedUpdate() | |
| 81 | {
| |
| 82 | if(wPressed){
| |
| 83 | transform.Translate(0,0,speed*0.01f); | |
| 84 | } | |
| 85 | if(aPressed){
| |
| 86 | transform.Translate(-speed*0.01f,0,0); | |
| 87 | } | |
| 88 | if(sPressed){
| |
| 89 | transform.Translate(0,0,-speed*0.01f); | |
| 90 | } | |
| 91 | if(dPressed){
| |
| 92 | transform.Translate(speed*0.01f,0,0); | |
| 93 | } | |
| 94 | #endregion | |
| 95 | } | |
| 96 | } | |
| 97 |