//////Scene Load ///// <---Delete .js
#pragma strict
var newScene : String;
function OnTriggerEnter(Col : Collider)
{
if(Col.CompareTag("Player"))
{
Application.LoadLevel("1");
}
}
using UnityEngine; SIMPLE AI
using System.Collections; C#
public class Enemy_AI : MonoBehaviour {
Transform tr_Player;
float f_RotSpeed=3.0f,f_MoveSpeed = 3.0f;
// Use this for initialization
void Start () {
tr_Player = GameObject.FindGameObjectWithTag ("Player").transform; }
// Update is called once per frame
void Update () {
/* Look at Player*/
transform.rotation = Quaternion.Slerp (transform.rotation , Quaternion.LookRotation (tr_Player.position - transform.position) , f_RotSpeed * Time.deltaTime);
/* Move at Player*/
transform.position += transform.forward * f_MoveSpeed * Time.deltaTime;
}
}
PICKUP SCRIPT WITH MOUSE CURSOR
var normalCollisionCount = 1;
var spring = 50.0;
var damper = 5.0;
var drag = 10.0;
var angularDrag = 5.0;
var distance = 0.2;
var throwForce = 500;
var throwRange = 1000;
var attachToCenterOfMass = false;
private var springJoint : SpringJoint;
function Update ()
{
// Make sure the user pressed the mouse down
if (!Input.GetMouseButtonDown (0))
return;
var mainCamera = FindCamera();
// We need to actually hit an object
var hit : RaycastHit;
if (!Physics.Raycast(mainCamera.ScreenPointToRay(Input.mousePosition), hit, 100))
return;
// We need to hit a rigidbody that is not kinematic
if (!hit.rigidbody || hit.rigidbody.isKinematic)
return;
if (!springJoint)
{
var go = new GameObject("Rigidbody dragger");
var body : Rigidbody = go.AddComponent.<Rigidbody>() as Rigidbody;
springJoint = go.AddComponent.<SpringJoint>();
body.isKinematic = true;
}
springJoint.transform.position = hit.point;
if (attachToCenterOfMass)
{
var anchor = transform.TransformDirection(hit.rigidbody.centerOfMass) + hit.rigidbody.transform.position;
anchor = springJoint.transform.InverseTransformPoint(anchor);
springJoint.anchor = anchor;
}
else
{
springJoint.anchor = Vector3.zero;
}
springJoint.spring = spring;
springJoint.damper = damper;
springJoint.maxDistance = distance;
springJoint.connectedBody = hit.rigidbody;
StartCoroutine ("DragObject", hit.distance);
}
function DragObject (distance : float)
{
var oldDrag = springJoint.connectedBody.drag;
var oldAngularDrag = springJoint.connectedBody.angularDrag;
springJoint.connectedBody.drag = drag;
springJoint.connectedBody.angularDrag = angularDrag;
var mainCamera = FindCamera();
while (Input.GetMouseButton (0))
{
var ray = mainCamera.ScreenPointToRay (Input.mousePosition);
springJoint.transform.position = ray.GetPoint(distance);
yield;
if (Input.GetMouseButton (1)){
springJoint.connectedBody.AddExplosionForce(throwForce,mainCamera.transform.position,throwRange);
springJoint.connectedBody.drag = oldDrag;
springJoint.connectedBody.angularDrag = oldAngularDrag;
springJoint.connectedBody = null;
}
}
if (springJoint.connectedBody)
{
springJoint.connectedBody.drag = oldDrag;
springJoint.connectedBody.angularDrag = oldAngularDrag;
springJoint.connectedBody = null;
}
}
function FindCamera ()
{
if (GetComponent.<Camera>())
return GetComponent.<Camera>();
else
return Camera.main;
}