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//////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;
     }

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