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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 |