Heres the two scripts:
#pragma strict
//fire.js
var CubePosition : Transform;
public var theCube : GameObject;
var cubeAngle : Quaternion;
var cubePlace : Vector3;
var cubeForce : theCubeForce;
function Start () {
cubePlace = theCube.transform.position;
cubeAngle = theCube.transform.rotation;
Debug.Log ("cubeAngle" + cubePlace);
}
function FixedUpdate () {
var hit : RaycastHit ;
var ray:Ray = Camera.main.ScreenPointToRay(Input.mousePosition);
var dir : int = Random.Range(0,4);
if (Physics.Raycast (ray,hit,100)){
Debug.DrawLine(ray.origin,hit.point);
if(Input.GetButtonDown("Fire1") && hit.collider.gameObject.name == "theCube"){
cubeForce = hit.collider.gameObject.GetComponent(theCubeForce);
switch( dir ) {
case 0: cubeForce.goRight = true;cubeForce.goLeft = false;cubeForce.goBack = false;cubeForce.goForward = false;break;
case 1: cubeForce.goLeft = true;cubeForce.goRight = false;cubeForce.goBack = false;cubeForce.goForward = false;break;
case 2: cubeForce.goForward = true;cubeForce.goLeft = false;cubeForce.goBack = false;cubeForce.goRight = false;break;
case 3: cubeForce.goBack = true;cubeForce.goLeft = false;cubeForce.goRight = false;cubeForce.goForward = false;break;
}
}
if(Input.GetButtonDown("Fire1") && hit.collider.gameObject.name == "theCube" && cubeForce.goRight == true){
cubeForce = hit.collider.gameObject.GetComponent(theCubeForce);
dir = Random.Range(0,3);
switch( dir ) {
case 0: cubeForce.goLeft = true;cubeForce.goRight = false;cubeForce.goBack = false;cubeForce.goForward = false;break;
case 1: cubeForce.goForward = true;cubeForce.goLeft = false;cubeForce.goBack = false;cubeForce.goRight = false;break;
case 2: cubeForce.goBack = true;cubeForce.goLeft = false;cubeForce.goRight = false;cubeForce.goForward = false;break;
}
}
if(Input.GetButtonDown("Fire1") && hit.collider.gameObject.name == "theCube" && cubeForce.goLeft == true){
cubeForce = hit.collider.gameObject.GetComponent(theCubeForce);
dir = Random.Range(0,3);
switch( dir ) {
case 0: cubeForce.goRight = true;cubeForce.goLeft = false;cubeForce.goBack = false;cubeForce.goForward = false;break;
case 1: cubeForce.goForward = true;cubeForce.goLeft = false;cubeForce.goBack = false;cubeForce.goRight = false;break;
case 2: cubeForce.goBack = true;cubeForce.goLeft = false;cubeForce.goRight = false;cubeForce.goForward = false;break;
}
}
if(Input.GetButtonDown("Fire1") && hit.collider.gameObject.name == "theCube" && cubeForce.goForward == true){
cubeForce = hit.collider.gameObject.GetComponent(theCubeForce);
dir = Random.Range(0,3);
switch( dir ) {
case 0: cubeForce.goRight = true;cubeForce.goLeft = false;cubeForce.goBack = false;cubeForce.goForward = false;break;
case 1: cubeForce.goLeft = true;cubeForce.goForward = false;cubeForce.goBack = false;cubeForce.goRight = false;break;
case 2: cubeForce.goBack = true;cubeForce.goLeft = false;cubeForce.goRight = false;cubeForce.goForward = false;break;
}
}
if(Input.GetButtonDown("Fire1") && hit.collider.gameObject.name == "theCube" && cubeForce.goBack == true){
cubeForce = hit.collider.gameObject.GetComponent(theCubeForce);
dir = Random.Range(0,3);
switch( dir ) {
case 0: cubeForce.goRight = true;cubeForce.goLeft = false;cubeForce.goBack = false;cubeForce.goForward = false;break;
case 1: cubeForce.goForward = true;cubeForce.goLeft = false;cubeForce.goBack = false;cubeForce.goRight = false;break;
case 2: cubeForce.goLeft = true;cubeForce.goBack = false;cubeForce.goRight = false;cubeForce.goForward = false;break;
}
}
}
}
//theCubeForce.js
#pragma strict
var speed : float = 0.1;
var goLeft : boolean = false;
var goRight : boolean = false;
var goBack : boolean = false;
var goForward : boolean = false;
function Start(){
goForward = true;
}
function FixedUpdate() {
if(goLeft == true){
transform.Translate(Vector3(speed*2*Time.deltaTime,0,0));
}
if(goRight == true){
transform.Translate(Vector3(-speed*2*Time.deltaTime,0,0));
}
if(goForward == true){
transform.Translate(Vector3(0,0,speed*2*Time.deltaTime));
}
if(goBack == true){
transform.Translate(Vector3(0,0,-speed*2*Time.deltaTime));
}
}
Need a fresh pair of eyes, would love some help on this guys, thanks in advance .