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Question by thedublinboy · Oct 10, 2017 at 07:50 PM · melee attack

first person Melee combat with raycsasts in C#

Im making a first person stealth game like superhot but without the time slowing

How is the melee combat done in that

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Answer by connorwforman · Oct 11, 2017 at 03:27 PM

  1. Model and rig a character in blender. Name the weapon hand bone to "weaponHand" or something.

  2. Make an animation for attacking.

  3. Export as FBX into Unity, then make a sword separately.

  4. Child the sword to weaponHand. Make a cube and child it to the sword. The cube's name should be SwordCollider Disable the mesh renderer, and edit the collider to the sword.

  5. make a new C# script called meleeAttack

Make sure that you have the attack animation. Put it into an animation clip component and add that to the player.

This should be your script:

 public float attackTimer = 2f; //However long you want the delay between attacks to be. 
 public Animation attack; //Drag the attack animation here
 
 void Update () {
     attackTimer -= Time.deltaTime; 
     if (attackTimer < 0)
     {
        if (Input.GetButtonDown("Fire1")) {
                    attack.Play(); 
            }
      }
 }


This should be your enemyDamage script:

 public float Sword_Damage = 33f; //Adjust damage here
 
 public float enemyHealth  = 100f;//Adjust health here
 
 void OnTriggerEnter (Collider other) {
       if (other.gameObject.name == SwordCollider) {
               enemyHealth -= SwordDamge; 
       }
 }
 
 void Update () {
      if (enemyHealth <= 0) {
        destroy(gameObject); 
      }
 }



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avatar image thedublinboy · Oct 11, 2017 at 03:46 PM 0
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wouldn't that detect every single collision though

avatar image connorwforman thedublinboy · Oct 12, 2017 at 12:36 AM 0
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You made a good point. @thedublinboy , use this as your first script:

     public float attackTimer = 2f; //However long you want the delay between attacks to be. 
      public Animation attack; //Drag the attack animation here
     
     public GameObject SwordCollider; 
      
     void Start () {
             SwordCollider.SetActive(false); 
     }
     
      void Update () {
          attackTimer -= Time.deltaTime; 
          if (attackTimer < 0)
          {
             if (Input.GetButtonDown("Fire1")) {
                         SwordCollider.SetActive(true); 
                          attack.Play(); 
                          SwordCollider.SetActive(false); 
                 }
           }
      }

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