domingo, 17 de abril de 2016

Disparar proyectil

using UnityEngine;
using System.Collections;

public class disparo : MonoBehaviour {

public GameObject bala;

// Use this for initialization
void Start () {



}

// Update is called once per frame
void Update () {

if (Input.GetKeyDown ("space")) {
Instantiate (bala, transform.position, Quaternion.identity);
}

}
}

Movimiento Lateral

using UnityEngine;
using System.Collections;

public class playercontroller : MonoBehaviour {

float movimiento, velocidad;


// Use this for initialization
void Start () {

velocidad = 5;

}

// Update is called once per frame
void Update () {

movimiento = Input.GetAxis ("Horizontal");
GetComponent<Rigidbody> ().velocity = new Vector3 (movimiento * velocidad, GetComponent<Rigidbody> ().velocity.y);

}
}

AddForce

using UnityEngine;
using System.Collections;

public class fuerza : MonoBehaviour {

public GameObject bala;
public int velocidad;

void Start()
{

velocidad = 100;

}

void FixedUpdate()
{
bala.GetComponent<Rigidbody> ().AddForce (Vector3.forward * velocidad);

}
}

lunes, 1 de febrero de 2016

Player controller

Player controller

using UnityEngine;
using System.Collections;

public class playercontroller : MonoBehaviour {
float movimiento,velocidad,salto;
Animator anim;
// Use this for initialization
void Start () {
velocidad = 1.2f;
salto = 6f;
anim = GetComponent<Animator>();
}

// Update is called once per frame
void Update () {
movimiento = Input.GetAxis ("Horizontal");
GetComponent<Rigidbody2D> ().velocity = new Vector2 (movimiento * velocidad, GetComponent<Rigidbody2D> ().velocity.y);

if(movimiento > 0){
anim.SetBool("andarD",true);
anim.SetBool("andarI",false);
anim.SetBool("parado",false);
}

if(movimiento == 0){
anim.SetBool("andarD",false);
anim.SetBool("andarI",false);
anim.SetBool("parado",true);

}

if(movimiento < 0){
anim.SetBool("andarD",false);
anim.SetBool("andarI",true);
anim.SetBool("parado",false);
}
if (Input.GetKeyDown (KeyCode.UpArrow)) {


GetComponent<Rigidbody2D>().velocity = Vector2.up * salto;
anim.SetBool("parado",false);
}


}


}