#pragma downcast
var speed : float = 48.0;
var jumpSpeed : float = 8.0;
var gravity : float = 20.0;
var inAir : boolean = false;
//ground movement
private var movement : Vector3 = Vector3.zero;
//midair movement
private var midair : Vector3 = Vector3.zero;
function Update ()
{
var controller : CharacterController = GetComponent(CharacterController);
if(controller.isGrounded)
{
inAir = false;
movement = Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));
movement = transform.TransformDirection(movement);
movement *= speed;
if(Input.GetKey("space"))
{movement.y = jumpSpeed; }
}
else if(!controller.isGrounded)
{
inAir = true;
midair = new Vector3(Input.GetAxis("Horizontal"), midair.y, Input.GetAxis("Vertical"));
midair = transform.TransformDirection(midair);
midair *= speed;
controller.Move(midair * Time.deltaTime);
}
movement.y -= gravity * Time.deltaTime;
controller.Move(movement * Time.deltaTime);
}
I just noticed that this script use input... XD#pragma strict
using ORKFramework ;
using ORKFramework.Behaviours ;
public class weapon viewer : MonoBehaviour
function Start()
{
(void Start(
CombatantComponent combatantComponent = dpt_sword_boy_PF;
GetComponent<CombatantComponent>() ;
if(combatantComponent != null)
{
Combatant combatant = combatantComponent.combatant;
}
)
)
function Update ()
{
if (combatant.Equipment[int 4].Equipped && combatant.Equipment[4].equipment != null)
{
GetComponent(MeshRenderer).enabled = false;
}
}
#pragma strict
using ORKFramework ;
using ORKFramework.Behaviours ;
CombatantComponent combatantComponent = dpt_sword_boy_PF;
GetComponent<CombatantComponent>() ;
if(combatantComponent != null)
{
Combatant combatant = combatantComponent.combatant;
}
function Update ()
{ if (combatant.Equipment[int 4])
{
GetComponent(MeshRenderer).enabled = false;
]
}
#pragma downcast
var speed : float = 48.0;
var jumpSpeed : float = 8.0;
var gravity : float = 20.0;
var inAir : boolean = false;
//ground movement
private var movement : Vector3 = Vector3.zero;
//midair movement
private var midair : Vector3 = Vector3.zero;
//position info
var idle : boolean = false;
var left : boolean = false;
var right : boolean = false;
var forward : boolean = false;
var myAnimator : Animator;
myAnimator = GetComponent("Animator");
function Update ()
{
var controller : CharacterController = GetComponent(CharacterController);
if(controller.isGrounded)
{
inAir = false;
movement = Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));
movement = transform.TransformDirection(movement);
movement *= speed;
print(movement.z);
if(Input.GetKey("space"))
{movement.y = jumpSpeed; }
}
else if(!controller.isGrounded)
{
inAir = true;
midair = new Vector3(Input.GetAxis("Horizontal"), midair.y, Input.GetAxis("Vertical"));
midair = transform.TransformDirection(midair);
midair *= speed;
controller.Move(midair * Time.deltaTime);
}
movement.y -= gravity * Time.deltaTime;
controller.Move(movement * Time.deltaTime);
///////////////////////////////////////////////////////////////
//movement animation
if(movement.x < 0)
{
myAnimator.SetBool("walk_left",true);
myAnimator.SetBool("walk_right",false);
myAnimator.SetBool("walk_up",false);
myAnimator.SetBool("walk_down",false);
myAnimator.SetBool("toIdle",false);
myAnimator.SetBool("toLeft",false);
myAnimator.SetBool("toRight",false);
myAnimator.SetBool("toUp",false);
left = true;
right = false;
forward = false;
idle = false;
}
if(movement.x > 0)
{
myAnimator.SetBool("walk_left",false);
myAnimator.SetBool("walk_right",true);
myAnimator.SetBool("walk_up",false);
myAnimator.SetBool("walk_down",false);
myAnimator.SetBool("toIdle",false);
myAnimator.SetBool("toLeft",false);
myAnimator.SetBool("toRight",false);
myAnimator.SetBool("toUp",false);
left = false;
right = true;
forward = false;
idle = false;
}
if(movement.z > 0)
{
myAnimator.SetBool("walk_left",false);
myAnimator.SetBool("walk_right",false);
myAnimator.SetBool("walk_up",true);
myAnimator.SetBool("walk_down",false);
myAnimator.SetBool("toIdle",false);
myAnimator.SetBool("toLeft",false);
myAnimator.SetBool("toRight",false);
myAnimator.SetBool("toUp",false);
left = false;
right = false;
forward = true;
idle = false;
}
if(movement.z < 0)
{
myAnimator.SetBool("walk_left",false);
myAnimator.SetBool("walk_right",false);
myAnimator.SetBool("walk_up",false);
myAnimator.SetBool("walk_down",true);
myAnimator.SetBool("toIdle",false);
myAnimator.SetBool("toLeft",false);
myAnimator.SetBool("toRight",false);
myAnimator.SetBool("toUp",false);
left = false;
right = false;
forward = false;
idle = true;
}
/////////////////////////////
//idle movement (eh?)
if(movement.x == 0 && left == true)
{
myAnimator.SetBool("toIdle",false);
myAnimator.SetBool("toLeft",true);
myAnimator.SetBool("toRight",false);
myAnimator.SetBool("toUp",false);
myAnimator.SetBool("walk_left",false);
myAnimator.SetBool("walk_right",false);
myAnimator.SetBool("walk_up",false);
myAnimator.SetBool("walk_down",false);
}
if(movement.x == 0 && right == true)
{
myAnimator.SetBool("toIdle",false);
myAnimator.SetBool("toLeft",false);
myAnimator.SetBool("toRight",true);
myAnimator.SetBool("toUp",false);
myAnimator.SetBool("walk_left",false);
myAnimator.SetBool("walk_right",false);
myAnimator.SetBool("walk_up",false);
myAnimator.SetBool("walk_down",false);
}
if(movement.z == 0 && forward == true)
{
myAnimator.SetBool("toIdle",false);
myAnimator.SetBool("toLeft",false);
myAnimator.SetBool("toRight",false);
myAnimator.SetBool("toUp",true);
myAnimator.SetBool("walk_left",false);
myAnimator.SetBool("walk_right",false);
myAnimator.SetBool("walk_up",false);
myAnimator.SetBool("walk_down",false);
}
if(movement.z == 0 && idle == true)
{
myAnimator.SetBool("toIdle",true);
myAnimator.SetBool("toLeft",false);
myAnimator.SetBool("toRight",false);
myAnimator.SetBool("toUp",false);
myAnimator.SetBool("walk_left",false);
myAnimator.SetBool("walk_right",false);
myAnimator.SetBool("walk_up",false);
myAnimator.SetBool("walk_down",false);
}
}
#pragma strict
import ORKFramework;
import ORKFramework.Behaviours;
var turnspeed : float ; // change it whenever you need to turn
function Start () {
}
function Update () {
var Enemys = GameObject.FindGameObjectsWithTag("Enemy");
//Enemy = ORKFramework.Events.Steps.CheckDistanceStep // <<<---- ?????
// LookAt Enemys
for (var Enemy : GameObject in Enemys)
{
if (Enemy != null )
{
var rotation = Quaternion.LookRotation(Enemy.transform.position - transform.position);
transform.rotation = Quaternion.Slerp(transform.rotation, rotation, Time.deltaTime * turnspeed);
}
}
}
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