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Question by user-12801 (google) · May 17, 2011 at 02:37 AM · timerprojectilewaitforseconds

How do I...? [scripting help]

I need help with making a projectile disappear after x seconds have passed, but I have no clue how to set a lifespan, any help?

Here's what I tried but nothing worked (it's compiled attempts from other tutorials I've seen).

using UnityEngine;

using System.Collections;

using System;

public class Projectile : MonoBehaviour {

 public float ProjectileSpeed;

 protected float mLifeSpan;
 public float lifeSpan{get{return mLifeSpan;}}

 // Use this for initialization
 void Start () {
     mLifeSpan = 1.0f;
 }

 // Update is called once per frame
 void Update () 
 {
     float amtToMove = ProjectileSpeed * Time.deltaTime;
         transform.Translate(Vector3.forward * amtToMove);
 }

 protected IEnumerator kill()
 {
     yield return new WaitForSeconds(mLifeSpan);
     Destroy(gameObject);
 }

}

Any tips?

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avatar image yoyo · May 17, 2011 at 02:43 AM 0
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(code formatted for legibility -- use the 1010 button next time)

avatar image user-12801 (google) · May 17, 2011 at 02:44 AM 0
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sorry, I didn't know what the little button meant.

avatar image yoyo · May 17, 2011 at 02:45 AM 0
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no worries, now you do! :-) (also, please word the question to be more meaningful, so people can see it in a list and know what sort of thing you're asking about)

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Answer by yoyo · May 17, 2011 at 02:44 AM

You're very close. You need to start the "kill" coroutine when you start the script. Add this to your Start method ...

StartCoroutine(kill());
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avatar image user-12801 (google) · May 17, 2011 at 02:48 AM 0
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YES!

Thank you very much, it worked like a charm, another question though, when I make a weapon to eventually fire said projectile, is the projectile going to fire relative to the weapon, or is it still going to go in one direction.

If it does only go in one direction, what do I do for that?

avatar image yoyo · May 17, 2011 at 04:02 PM 0
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You need to use Transform.Translate to move in the direction you want it to go. Vector3.forward will just move along the z axis -- you should ins$$anonymous$$d use the vector from the projectile to the target. You can also use Transform.LookAt to aim at the target.

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Answer by Eric5h5 · May 17, 2011 at 03:08 AM

You can just use Destroy for that, no need for coroutines or anything:

using UnityEngine;

public class Projectile : MonoBehaviour {

 public float projectileSpeed = 10.0f;
 public float lifeSpan = 1.0f;

 // Use this for initialization
 void Start () {
     Destroy(gameObject, lifeSpan);
 }

 // Update is called once per frame
 void Update () {
     transform.Translate(Vector3.forward * projectileSpeed * Time.deltaTime);
 }

}

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