in the video below show how getting hit…
I see in the video:
The character and the turret shot fireballs
The fireballs disappear in 3 or 4 seconds.
My fireballs don’t disappear. What should I do to my fireballs disappear.
These are the scripts of my Turret and My character.
character
var speed = 3.0;
var rotateSpeed = 3.0;
var bullitPrefab:Transform;
private var dead = false;
var tumbleSpeed = 800;
var decreaseTime = 0.01;
var decayTime = 0.01;
static var gotHit = false;
private var backup = [tumbleSpeed, decreaseTime, decayTime];
function LateUpdate()
{
if(dead)
{
transform.position = Vector3(8,1,72);
gameObject.Find("Main Camera").transform.position = Vector3(8,1,73);
dead = false;
}
if(gotHit)
{
if(tumbleSpeed < 1)
{
tumbleSpeed = backup[0];
decreaseTime = backup[1];
decayTime = backup[2];
gotHit = false;
}
else
{
transform.Rotate(0,tumbleSpeed * Time.deltaTime,0, Space.World);
tumbleSpeed = tumbleSpeed-decreaseTime;
decreaseTime += decayTime;
}
}
}
function OnControllerColliderHit(hit : ControllerColliderHit)
{
if(hit.gameObject.tag == "fallout")
{
dead = true;
//substract life here
HealthControl.LIVES -= 1;
}
}
function Update ()
{
var controller : CharacterController = GetComponent (CharacterController);
transform.Rotate (0, Input.GetAxis ("Horizontal") * rotateSpeed, 0);
var forward = transform. TransformDirection(Vector3.forward);
var curSpeed = speed * Input.GetAxis ("Vertical");
controller.SimpleMove (forward * curSpeed);
if(Input.GetButtonDown("Jump"))
{
var bullit = Instantiate(bullitPrefab,
GameObject.Find("spawn").transform.position,
Quaternion.identity);
bullit.rigidbody.AddForce(transform.forward * 2000);
}
}
@script RequireComponent(CharacterController)
turret
var LookAtTarget:Transform;
var damp = 6.0;
var bullitPrefab : Transform;
var savedTime=0;
function Update ()
{
if(LookAtTarget)
{
var rotate = Quaternion.LookRotation(LookAtTarget.position - transform.position);
transform.rotation = Quaternion.Slerp(transform.rotation, rotate, Time.deltaTime * damp);
var seconds : int= Time.time;
var oddeven = (seconds % 2);
if(oddeven)
{
Shoot(seconds);
}
}
}
function Shoot(seconds)
{
if(seconds!=savedTime)
{
var bullit = Instantiate(bullitPrefab ,transform.Find("spawnPoint").transform.position ,
Quaternion.identity);
bullit.rigidbody.AddForce(transform.forward * 2000);
savedTime=seconds;
}
}
thanks