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How to make my script better.
I need to make my character able to jump. I also need to make it so when he moves so he can have the camera follow him at all times. Kinda like skyrim move not like a board game type of move. what happens is he follows the keys w,a,s and d but it would make the key you pressed be forward and you would have to use mouse look to turn the mouse to the forward possition. Can someone edit my script to what will make this work. Heres my script
using UnityEngine; using System.Collections; using System.Collections.Generic;
public class PlayerController : MonoBehaviour { public float movespeed=4; public float Damage=60; public Transform Cam; public float CamHeight=10; public float CamHeightPushback=5; public AnimationClip Run; public AnimationClip Idle; public AnimationClip Attack; public AnimationClip die; public float AttackSpeed=0.7f; private bool kill; public bool dead; private bool playd; private float atime; private bool dealdamage; public int TotalAICount; public bool YouWon; private bool w;
 public Vector3 For;
 public List KillList;
 
 // Use this for initialization
 void Start () {
     if(Cam)Cam.parent=null;
     
     w=true;
     playd=true;
 
 }
 
 // Update is called once per frame
 void Update () {
     //Victory
     if(w){
     if(TotalAICount<=0){
             YouWon=true;
         w=false;
         }
     }
     
     
     Health php=(Health)GetComponent("Health");
     if(php){
     if(php.CurrentHealth<=0)dead=true;
     }
     
     //DEATH
     if(dead){
         if(playd){
         animation.CrossFade( die.name, 0.15f);    
         }
         playd=false;
         
     }
     else{
     
     For.y=270;
     //CAMERA POSITION
     Vector3 ch=transform.position;
     ch.y=transform.position.y+CamHeight;
     ch.x=transform.position.x+CamHeightPushback;
     
     Cam.transform.position=ch;
     if(Input.GetKeyUp(KeyCode.Mouse1)){
         dealdamage=true;
     kill=true;    
     }
     
         //LETS DO SOME KILLIN!
     if(kill){
         atime+=Time.deltaTime;
         animation[Attack.name].speed = animation[Attack.name].length / AttackSpeed;
     animation.CrossFade( Attack.name, 0.15f);
         
         if(atime>=AttackSpeed*0.35f&atime<=AttackSpeed*0.48f){
         if(KillList.Count>0&dealdamage){
             int    ls=KillList.Count;
             for (int i = 0; i < ls; i++){
                 Health hp=(Health)KillList[i].transform.GetComponent("Health");
                         
                     hp.CurrentHealth=hp.CurrentHealth-Damage;
                         if(hp.Dead){}
                         else if(hp.CurrentHealth<=0)TotalAICount=TotalAICount-1;
                 }
                 dealdamage=false;
             }
         }
         
         if(atime>=AttackSpeed){
             kill=false;
             atime=0;
         }
     }
     else{
             //RUN ANIMATION IF ANY ARROW KEYS ARE PRESSED
     if(Input.GetKey(KeyCode.W)|Input.GetKey(KeyCode.S)|Input.GetKey(KeyCode.D)|Input.GetKey(KeyCode.A)){
 
             animation.CrossFade( Run.name, 0.15f);    
     }
     else{
     animation.CrossFade( Idle.name, 0.15f);        
     }
     }
     //MOVEMENT
 if(Input.GetKey(KeyCode.W)){
         transform.position += transform.forward * +movespeed * Time.deltaTime;
 Cam.transform.position += transform.forward * +(movespeed) * Time.deltaTime;
         transform.rotation=Quaternion.Euler(0, -90, 0);
 
     }
     else{
     
     if(Input.GetKey(KeyCode.S)){
         transform.rotation=Quaternion.Euler(0, 90, 0);
 transform.position += transform.forward * +movespeed * Time.deltaTime;
 Cam.transform.position += transform.forward * +(movespeed) * Time.deltaTime;
             
     }
     else{
     
     if(Input.GetKey(KeyCode.D)){
         transform.rotation=Quaternion.Euler(0, 0, 0);
 transform.position += transform.forward * +movespeed * Time.deltaTime;
 Cam.transform.position += transform.forward * +(movespeed) * Time.deltaTime;
     
     }
     
     
     if(Input.GetKey(KeyCode.A)){
         transform.rotation=Quaternion.Euler(0, -180, 0);
                 transform.position += transform.forward * +movespeed * Time.deltaTime;
 Cam.transform.position += transform.forward * +(movespeed) * Time.deltaTime;
     
     }
     }
     }
     }
 }
 
 void OnTriggerEnter(Collider other){
     //ADD AIS TO LIST TO INFLICT DAMAGE IF IN RANGE
     Health AI=(Health)other.transform.GetComponent("Health");
     if(AI){
     KillList.Add(other.transform);
         
     }
 }
 
 void OnTriggerExit(Collider other){
     //REMOVE FROM LIST WHEN OUT OF RANGE
     Health AI=(Health)other.transform.GetComponent("Health");
     if(AI){
     KillList.Remove(other.transform);
         
     }
 }
 void OnGUI(){
     //HEALTH BAR AND AI COUNT
     Health php=(Health)GetComponent("Health");
     if(php){
     float hpp=php.CurrentHealth;
     GUI.Button(new Rect(0, 30, 300, 26), "Health: "+hpp);
     }
     GUI.Button(new Rect(0, 60, 300, 26), "Evil Skellies Left: "+TotalAICount);
         
     //YOU WON!
     if(YouWon){
     GUI.Box(new Rect(200, 200, 330, 260), "Congratulations!  You have defeated all the Evil Skellies!");
         if(GUI.Button(new Rect(310, 400, 120, 26), "Continue Playing"))YouWon=false;
     }
     
 }
 
 
               }
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