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               Question by 
               convictcartel · Jan 04, 2014 at 10:16 PM · 
                targettargetinghalowow  
              
 
              Floor Halo Target System
All I want is a little circle underneath the target.. i cant figure it out for the life of me, this video shows what i want as well: http://www.youtube.com/watch?v=GcR_VZ2bQ9Q
sorta like WOW
here is my attack/targeting script
 using UnityEngine;
 using System.Collections;
 public class PlayerAttack : MonoBehaviour {
     public GameObject target;
     public float attackTimer;
     public float coolDown;
     public bool newon = true;
 
     public Transform ptsPrefab; 
     public GUIText DamagePoints;
     public int damage = 0;
 
     // Use this for initialization
     void Start () {
             attackTimer = 0;
         coolDown = 2.0f;
     }
     
     // Update is called once per frame
     void Update () {
 
 
         if( Input.GetMouseButtonDown(0) && newon == true)
         {
 
             Ray ray = Camera.main.ScreenPointToRay( Input.mousePosition );
             RaycastHit hit;
             
             if( Physics.Raycast( ray, out hit,  100 ) )
             {
                 float distance = Vector3.Distance(hit.transform.position, transform.position);
 
                 
                 if(distance < 8) {
                 string hitTag = hit.transform.tag;
                 if (hitTag == "enemy" && newon == true)
                 {
                 Debug.Log( hit.transform.gameObject.name );
                 target = hit.transform.gameObject;
                     SelectTarget();
                 }
                 }
 
             }
         }
 
 
         if (Input.GetMouseButtonDown (1)) {
                 DeselectTarget();
                 }
 
         if(attackTimer > 0)
             attackTimer -= Time.deltaTime;
             
         if(attackTimer < 0)
             attackTimer = 0;
             
     //attack press F key
         if (animation["bitchslap"].enabled == true) {
             float distance = Vector3.Distance(target.transform.position, transform.position);
             
             
             if(distance < 8) {
         if(attackTimer == 0) {
             Attack();
             attackTimer = coolDown;
             }
             }
         }
     }
     
 
     // CHANGE TO HIT NEAREST ENEMY?? IDK HOW MAN!!!
     public void DeselectTarget()
     {
         newon = true;
         target.renderer.material.color = Color.white;
         target = null;
     }
 
     private void SelectTarget()
     {
         Light myLight = (Light)target.GetComponent("TLight");
         newon = false;
         target.renderer.material.color = Color.red;
         myLight.enabled = !myLight.enabled;
     }
     private void Attack() {
         AttackandHP eh = (AttackandHP)target.GetComponent ("AttackandHP"); 
         SpawnPts();
                         eh.AdjustCurrentHealth (-damage);
                 }
 
     void SpawnPts()  {
         GUIText ptsPrefabInstance;
         damage = Random.Range(1,15);
         DamagePoints.guiText.text = damage.ToString();
         DamagePoints.guiText.font.material.color = new Color(10,128, 166, 255); //Blue
         ptsPrefabInstance = Instantiate(ptsPrefab, ptsPrefab.position, ptsPrefab.rotation) as GUIText;
         
     }
 
     private void OnGUI()
     {
 
         AttackandHP eh = (AttackandHP)target.GetComponent ("AttackandHP"); 
         GUI.Label (new Rect (450, 10, 100, 30), "Target: " + target.name);
         GUI.Label (new Rect (550, 10, 100, 30), eh.curHealth + "/" + eh.maxHealth);
 
 
 
              
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