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Jan 26th, 2022
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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.  
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