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Help with mouse and keyboard movement.
Hi everyone! So i downloaded an asset called Dungeons Hordes from AssetStore and i want to improve it. I made a menu, added some music, a nice GUI and i want to add the possibility to move with mouse click or mouse hold.
So this is the Player code as it was from asset store with some modifications
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;
public bool YouLose;
public bool quitMenu=false;
private bool w;
public GUISkin MenuSkin;
public Vector3 For;
public List<Transform> KillList;
// Use this for initialization
void Start () {
if(Cam)Cam.parent=null;
w=true;
playd=true;
}
// Update is called once per frame
void Update () {
}
else if(destinationDistance > .5f){ // To Reset Speed to default
moveSpeed = 14;
animation.CrossFade( Run.name, 0.15f);
//check to see it menu button esc is pressed
if(Input.GetKeyDown(KeyCode.Escape)) {
quitMenu = !quitMenu;
}
//Victory
if(w){
if(TotalAICount<=0){
YouWon=true;
w=false;
YouLose=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;
YouLose =true;
}
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.Space)){
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.UpArrow)|Input.GetKey(KeyCode.DownArrow)|Input.GetKey(KeyCode.RightArrow)|Input.GetKey(KeyCode.LeftArrow)){
animation.CrossFade( Run.name, 0.15f);
}
else{
animation.CrossFade( Idle.name, 0.15f);
}
}
//MOVEMENT
if(Input.GetKey(KeyCode.UpArrow)){
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.DownArrow)){
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.RightArrow)){
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.LeftArrow)){
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(){
//set menu skin
GUI.skin = MenuSkin;
//HEALTH BAR AND AI COUNT
Health php=(Health)GetComponent("Health");
if(php){
float hpp=php.CurrentHealth;
GUI.Label(new Rect(0, 30, 300, 33), "Health: "+hpp);
}
GUI.Label(new Rect(0, 67, 300, 33), "Evil Skellies Left: "+TotalAICount);
//YOU WON!
if(YouWon){
GUI.Box(new Rect(Screen .width/2-165 ,Screen.height/2-180, 330, 260), "Congratulations! You have defeated all the Evil Skellies!");
if(GUI.Button(new Rect(Screen .width/2-60 ,Screen.height/2-13, 120, 26), "Continue Playing"))YouWon=false;
}
else if(YouLose) {
GUI.Box(new Rect(Screen .width/2-165 ,Screen.height/2-180, 330, 260), "Noooo! You have failed to defeat all the Evil Skellies!");
if(GUI.Button(new Rect(Screen .width/2-60 ,Screen.height/2-13, 120, 26), "Exit Game"))Application .Quit();
}
//Exit game using esc key
/* if (Input.GetKey(KeyCode.Escape))
{
Application.Quit();
}
*/
//if esc is pressed show this menu
if(quitMenu) {
GUI.Box(new Rect(Screen .width/2-150 ,Screen.height/2-150,300,300), "Main Menu");
if(GUI.Button(new Rect(Screen.width/2-140 ,Screen.height/2+90,280,50), "Quit"))Application.Quit();
if(GUI.Button(new Rect(Screen.width/2-140 ,Screen.height/2-120,280,50), "New Game")) Application.LoadLevel("Dungeon Hordes");
}
}
}
It works fine but when i add this code http://wiki.unity3d.com/index.php/Click_To_Move_C
It works as it should only after my character is dead. I tried to make another script file or implement that code in the code above but it has the same result. If my player is alive keyboard controls works fine but after i stopped pressing it the player goes back to the original position. if i move it with the mouse it stays there but there is no animation. If my player is dead the death animation does not occur and i can control the character with running animation....( so the code works perfect after my char dies).
Here are the both codes combined:
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;
public bool YouLose;
public bool quitMenu=false;
private bool w;
public GUISkin MenuSkin;
//----------------------------------------------------
private Transform myTransform; // this transform
private Vector3 destinationPosition; // The destination Point
private float destinationDistance; // The distance between myTransform and destinationPosition
public float moveSpeed; // The Speed the character will move
//-------------------------------------------------------------
public Vector3 For;
public List<Transform> KillList;
// Use this for initialization
void Start () {
if(Cam)Cam.parent=null;
w=true;
playd=true;
//---------------------------------------------------------------------------------
myTransform = transform; // sets myTransform to this GameObject.transform
destinationPosition = myTransform.position; // prevents myTransform reset
//-----------------------------------------------------------------------------------
}
// Update is called once per frame
void Update () {
//--------------------------------------------------------------------------------------------
// keep track of the distance between this gameObject and destinationPosition
destinationDistance = Vector3.Distance(destinationPosition, myTransform.position);
if(destinationDistance < .5f){ // To prevent shakin behavior when near destination
moveSpeed = 0;
animation.CrossFade( Idle.name, 0.15f);//<---------------------------------------------
}
else if(destinationDistance > .5f){ // To Reset Speed to default
moveSpeed = 14;
animation.CrossFade( Run.name, 0.15f); //<-----------------------------------------------------------------------
}
// Moves the Player if the Left Mouse Button was clicked
if (Input.GetMouseButtonDown(0)&& GUIUtility.hotControl ==0) {
Plane playerPlane = new Plane(Vector3.up, myTransform.position);
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
float hitdist = 0.0f;
if (playerPlane.Raycast(ray, out hitdist)) {
Vector3 targetPoint = ray.GetPoint(hitdist);
destinationPosition = ray.GetPoint(hitdist);
Quaternion targetRotation = Quaternion.LookRotation(targetPoint - transform.position);
myTransform.rotation = targetRotation;
}
}
// Moves the player if the mouse button is hold down
else if (Input.GetMouseButton(0)&& GUIUtility.hotControl ==0) {
Plane playerPlane = new Plane(Vector3.up, myTransform.position);
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
float hitdist = 0.0f;
if (playerPlane.Raycast(ray, out hitdist)) {
Vector3 targetPoint = ray.GetPoint(hitdist);
destinationPosition = ray.GetPoint(hitdist);
Quaternion targetRotation = Quaternion.LookRotation(targetPoint - transform.position);
myTransform.rotation = targetRotation;
}
// myTransform.position = Vector3.MoveTowards(myTransform.position, destinationPosition, moveSpeed * Time.deltaTime);
}
// To prevent code from running if not needed
if(destinationDistance > .5f){
myTransform.position = Vector3.MoveTowards(myTransform.position, destinationPosition, moveSpeed * Time.deltaTime);
}
//--------------------------------------------------------------------------------------------------------------
//check to see it menu button esc is pressed
if(Input.GetKeyDown(KeyCode.Escape)) {
quitMenu = !quitMenu;
}
//Victory
if(w){
if(TotalAICount<=0){
YouWon=true;
w=false;
YouLose=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;
YouLose =true;
}
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.Space)){
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.UpArrow)|Input.GetKey(KeyCode.DownArrow)|Input.GetKey(KeyCode.RightArrow)|Input.GetKey(KeyCode.LeftArrow)){
animation.CrossFade( Run.name, 0.15f);
}
else{
animation.CrossFade( Idle.name, 0.15f);
}
}
//MOVEMENT
if(Input.GetKey(KeyCode.UpArrow)){
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.DownArrow)){
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.RightArrow)){
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.LeftArrow)){
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(){
//set menu skin
GUI.skin = MenuSkin;
//HEALTH BAR AND AI COUNT
Health php=(Health)GetComponent("Health");
if(php){
float hpp=php.CurrentHealth;
GUI.Label(new Rect(0, 30, 300, 33), "Health: "+hpp);
}
GUI.Label(new Rect(0, 67, 300, 33), "Evil Skellies Left: "+TotalAICount);
//YOU WON!
if(YouWon){
GUI.Box(new Rect(Screen .width/2-165 ,Screen.height/2-180, 330, 260), "Congratulations! You have defeated all the Evil Skellies!");
if(GUI.Button(new Rect(Screen .width/2-60 ,Screen.height/2-13, 120, 26), "Continue Playing"))YouWon=false;
}
else if(YouLose) {
GUI.Box(new Rect(Screen .width/2-165 ,Screen.height/2-180, 330, 260), "Noooo! You have failed to defeat all the Evil Skellies!");
if(GUI.Button(new Rect(Screen .width/2-60 ,Screen.height/2-13, 120, 26), "Exit Game"))Application .Quit();
}
//Exit game using esc key
/* if (Input.GetKey(KeyCode.Escape))
{
Application.Quit();
}
*/
//if esc is pressed show this menu
if(quitMenu) {
GUI.Box(new Rect(Screen .width/2-150 ,Screen.height/2-150,300,300), "Main Menu");
if(GUI.Button(new Rect(Screen.width/2-140 ,Screen.height/2+90,280,50), "Quit"))Application.Quit();
if(GUI.Button(new Rect(Screen.width/2-140 ,Screen.height/2-120,280,50), "New Game")) Application.LoadLevel("Dungeon Hordes");
}
}
}