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);
}
}
}
domingo, 17 de abril de 2016
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);
}
}
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);
}
}
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 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);
}
}
}
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