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Question by JoshuaKitchen2347 · Mar 29, 2019 at 08:40 PM · c#cameramovementpathfinding

Need Help With Highschool Unity Game Design Project

Everything is 3D here.


Hello, so, um... I am in 10th grade and my game design course requires me to use Unity and C#. I have a project (that is currently overdue) that I am trying to figure out that tries to have me figure out code that I haven't figured out yet. It is trying to make me create a mini-game. I already have enemies and a character for the main level.


PlayerHandler:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class PlayerHandler : MonoBehaviour {
     private Rigidbody rb;
     private float moveSpeed;
     private float jumpForce;
     private bool justJumped;
     
     // Use this for initialization
     void Start () {
         rb = GetComponent<Rigidbody>();
         moveSpeed = 400f;
         jumpForce = 550f;
         justJumped = false;
         //Debug.Log("Hello World");
     }    
     
     // Update is called once per frame    
     void FixedUpdate () {        
         if (Input.GetAxis("Horizontal") != 0){
             
             rb.AddForce(new Vector3(moveSpeed, 0, 0) * Input.GetAxis("Horizontal"));
             
         }
         if (Input.GetButtonDown("Jump")){
             
             if(justJumped == false){
                 rb.AddForce(new Vector3(0, jumpForce * Random.Range(0.8f, 1.3f), 0));
                 justJumped = true;
             }
         }
     }    
     void OnCollisionEnter(Collision collision)
     {
         justJumped = false;
     }
 }


EnemyHandler:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class EnemyHandler : MonoBehaviour {
     bool goRight;
     float speed;
     float interval;
     float lastSwitchTime;
 
     // Use this for initialization
     void Start () {
         goRight = false;
         speed= 1.5f;
         interval = 2f;
         lastSwitchTime = 0f;
     }
     
     // Update is called once per frame
     void Update () {
         if (goRight == true)
         {
             transform.Translate(speed * Time.deltaTime, 0, 0);
         }
         else
         {
             transform.Translate(speed *-1 *Time.deltaTime, 0, 0);
         }
         if(Time.time > lastSwitchTime + interval)
         {
             lastSwitchTime = Time.time;
             if (goRight == true)
             {
                 goRight = false;
             }
             else
             {
                 goRight=true;
             }
         }
     }
 }
 

I just put that code in there so maybe you can base something for the spaceship and flying enemy? Maybe?


I need to get this done or else I can't continue on with the course. That code is from an activity from a previous lesson, which had me learn how to write code. I have no clue what I'm supposed to do.


The minigame involves controlling a spaceship (called MinGameShip). The enemy is called FlyEnemy. So, therefore, I will need two scripts. One being called MinGameShipHandler and the other being called FlyEnemyHandler. Both MinGameShip and FlyEnemy were built by me in-engine. I clicked "GameObject" a lot. Don't worry. I precreated prefabs for them. Then I inserted every game object into a base via hierarchy view, and then simply dragged and dropped the hierarchical structure into their respective prefabs.


I have an idea for the ship. It turns towards where the mouse cursor is. If the W key or up arrow key is pressed, it toward the cursor. If S key or down arrow is press, it moves away from cursor. If the a and d keys or left and right arrow keys, it strafes side to side. Movement across the z -axis is constrained. MinGameShip can also shoot bullets back at FlyEnemy,


I also need help with programming the camera to follow MinGameShip in the minigame, as well as Player in the main game.


Also, I want FlyEnemy to fly, but constrained to movement across the x and y axis, be able to fire bullets at MinGameShip, and only chase MinGameShip only when MinGameShip is within a certain radius of FlyEnemy. Otherwise, it's just in random patrol mode.


Remember: movement for both MinGameShip and FlyEnemy are constrained to the x and y axis. It can't move across the z axis.


Can you help, please? I am getting stressed trying to figure this out on my own and I'm already behind.

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