pickup health, coins, final point, falling down

[php]
//This script controls how the soldier will move.
@script RequireComponent(CharacterController);

var forwardSpeedMultiplier : float = 3.0;
var strafeSpeedMultiplier : float = 2.0;
var turnSpeedMultiplier : float = 6.0;
var gravity : float = 9.8;
//var soldierLocation : String = "smoothWorldPosition/soldierSkeleton";
var soldier : Transform;
var turnSpeed : float = 0.0;
var forwardSpeed : float = 0.0; //Speed the character will moved at.
var strafeSpeed : float = 0.0;
var isGrounded : boolean;
var Pause:boolean=false;
var isGround=false;
var isFinal=false;
var coins:int=0;

private var stopAfterLanding : float = 0.0; //How much time in seconds will the character stop after landing.
private var fallSpeed : float = 0.0;
private var lastGroundedTime : float; //Last time since soldier was touching the ground.
private var lastLandingTime : float; //Last time since the soldier landed after a fall.
private var targetForwardSpeed : float;
private var targetStrafeSpeed : float;
private var crouchControllerScript : crouchController;
private var isFalling : boolean;
private var healthScript : health;
private var recoilAmount : float;
private var recoilAmountTarget : float;

function Start(){
crouchControllerScript = GetComponent("crouchController");
healthScript = GetComponent("health");
isFalling = false;
//soldier = transform.Find(soldierLocation);
}

function Update () {

//Stick to platforms.
var rayHeight : float = 0.5;
var rayOrigin : Vector3 = transform.position + Vector3.up * rayHeight;
var platformRay : Ray = new Ray(rayOrigin, Vector3.down);
var rayDistance : float = rayHeight * 2.0;
var platformHit : RaycastHit;
if (Physics.Raycast(platformRay, platformHit, rayDistance)){
if(platformHit.transform.root != transform){
isGrounded = true;
transform.position.y = platformHit.point.y;
}
}
else{
isGrounded = false;
}

var controller : CharacterController = GetComponent(CharacterController);
//Hit recoil.
var recoilVector : Vector3 = Vector3.zero;
var recoilInhibit : float = 1.0;
var deathInhibit : float = 1.0;
if (healthScript != null){
var lastHitTime : float = healthScript.GetLastHitTime();
var recoilDirecion : Vector3 = healthScript.GetrecoilDirecion();
var maxRecoil : float = 0.6;
var timeAfterHit : float = Time.time – lastHitTime;
var recoilAmountTarget : float = 0.0;
if(timeAfterHit < maxRecoil && lastHitTime != 0){
recoilAmountTarget = maxRecoil-timeAfterHit;
recoilAmountTarget *= (1-Mathf.Abs(Input.GetAxis("Vertical")));
recoilAmountTarget *= (1-Mathf.Abs(Input.GetAxis("Horizontal")));
}
if(recoilAmount < recoilAmountTarget){
recoilAmount = Mathf.Lerp(recoilAmount, recoilAmountTarget, Time.deltaTime);
}
else{
recoilAmount = Mathf.Lerp(recoilAmount, recoilAmountTarget, Time.deltaTime*20);
}
var biasRecoilAmount : float = recoilAmount; //Bias to 0.
biasRecoilAmount /= maxRecoil;
biasRecoilAmount = Mathf.Pow(biasRecoilAmount,2.0);
biasRecoilAmount *= maxRecoil;
recoilVector = recoilDirecion * biasRecoilAmount;
recoilInhibit = 1 -(recoilAmount*0.65/maxRecoil);
var health : float = healthScript.health;
if(health <= 0){
deathInhibit = 0;
}
else{
deathInhibit = 1.0;
}
}
//Position.
if (isGrounded){
if (isFalling){
isFalling = false;
lastLandingTime = Time.time;
stopAfterLanding = (lastLandingTime – lastGroundedTime) * 2.0;
}
fallSpeed = 0.0;
}
else{
if (!isFalling){
isFalling = true;
lastGroundedTime = Time.time;
}
fallSpeed += gravity * Time.deltaTime;
}
var moveDirection : Vector3;
moveDirection.y -= fallSpeed;
if (isGrounded){
targetForwardSpeed = Input.GetAxis("Vertical");
targetStrafeSpeed = Input.GetAxis("Horizontal");
targetForwardSpeed *= forwardSpeedMultiplier;
targetStrafeSpeed *= strafeSpeedMultiplier;
if(Input.GetAxis("Vertical") < 0){//Slow down going backwards;
targetForwardSpeed *= 0.5;
}
if(Input.GetKey(KeyCode.LeftShift)){//Sprint with left shift;
targetForwardSpeed *= 1.5;
targetStrafeSpeed *= 1.5;
}
}
if(crouchControllerScript != null){ //Crouch speed multiplier.
targetForwardSpeed = Mathf.Lerp(targetForwardSpeed, targetForwardSpeed * crouchControllerScript.crouchSpeedMultiplier, crouchControllerScript.globalCrouchBlend);
}
if(Time.time <= lastLandingTime + stopAfterLanding && stopAfterLanding > 0.5){
var timeSinceLanding : float = Time.time – lastLandingTime;
var landingSpeedInhibit : float = Mathf.Pow(timeSinceLanding / stopAfterLanding, 1.5);
targetForwardSpeed *= landingSpeedInhibit;
targetStrafeSpeed *= landingSpeedInhibit;
}
forwardSpeed = Mathf.Lerp(forwardSpeed, targetForwardSpeed, Time.deltaTime * 15.0);
strafeSpeed = Mathf.Lerp(strafeSpeed, targetStrafeSpeed, Time.deltaTime * 15.0);
moveDirection += soldier.forward * forwardSpeed * recoilInhibit * deathInhibit;
moveDirection += soldier.right * strafeSpeed * recoilInhibit * deathInhibit;
moveDirection += recoilVector;

if(Input.GetKey(KeyCode.J)){
moveDirection += Vector3(0,20,0);
}

controller.Move(moveDirection * Time.deltaTime);//Move the controller.
//Rotation.
var targetTurnSpeed : float = 0.0;
targetTurnSpeed= Input.GetAxis("Mouse X");
targetTurnSpeed *= Mathf.Pow(turnSpeedMultiplier,3);
targetTurnSpeed *= deathInhibit;
turnSpeed = Mathf.Lerp(turnSpeed, targetTurnSpeed, Time.deltaTime * 25.0);
transform.rotation.eulerAngles.y += turnSpeed * Time.deltaTime;
}
// void OnGUI(){}
function OnGUI(){
GUI.Label(Rect(0,200,100,100), "Coins:"+ coins);
if (GUI.Button (Rect (150,0,100,20), "Pause")){
if( gameObject.name=="soldier3rdPerson"){
Pause=true;
}
}
if(isGround==true){
if (GUI.Button (Rect (100,0,200,200), "Game Over")){
Application.LoadLevel(Application.loadedLevel);
}
}
if(isFinal==true){
if (GUI.Button (Rect (100,0,200,200), "You Win")){
Application.LoadLevel(Application.loadedLevel);
}
}
}

function OnControllerColliderHit (hit : ControllerColliderHit) {
if(hit.gameObject.name=="ground"){
isGround=true;
}else if(hit.gameObject.tag=="healthUp"){
gameObject.Destroy(hit.gameObject);
var t1:health;
t1=gameObject.GetComponent("health");
t1.health=300;
}else if(hit.gameObject.name =="final"){
isFinal=true;
}else if(hit.gameObject.tag =="coins"){
gameObject.Destroy(hit.gameObject);
coins++;

}

}

[/php]


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