var moveDirection = Vector3(Input.GetAxis(“Horizontal”),Input.GetAxis(“Vertical”), 0);
rigidbody.MovePosition(transform.position + moveDirectionmoveSpeedTime.deltaTime);
here is my movement script and i want to make it so the character can ply move if he is within the bounds of the screen.
#pragma strict
var moveSpeed : float = 1.0;
var Health : int = 20;
private var Ammo : GameObject;
var bullet : GameObject;
var bomb : GameObject;
var misile : GameObject;
var sheild : GameObject;
var PowerParticles : GameObject[];
var bulletSpeed : float = 1.0;
var shootDelay : float = 0.2;
public var Fire : AudioClip;
public var Hurt : AudioClip;
public var Power : AudioClip;
var HealthText : GameObject;
var number : int = 1;
private var canShoot : boolean = true;
private var i : int = 0;
private var e : int = 0;
function Start(){
Ammo = bullet;
}
function FixedUpdate (){
HealthText.GetComponent(TextMesh).text = (Health.ToString());
if (Health <= 0){
Playerdie();
}
var moveDirection = Vector3(Input.GetAxis("Horizontal"),Input.GetAxis("Vertical"), 0);
rigidbody.MovePosition(transform.position + moveDirection*moveSpeed*Time.deltaTime);
if ((Input.GetAxis("FireHorizontal") != 0.0f || Input.GetAxis("FireVertical") != 0.0f) && canShoot){
audio.PlayClipAtPoint(Fire, Vector3 (0, 0, 0));
var shootDirection = Vector3(Input.GetAxis("FireHorizontal"),Input.GetAxis("FireVertical"), 0).normalized;
var AmmoInstance = Instantiate(Ammo,transform.position,Quaternion.LookRotation(shootDirection));
Destroy (AmmoInstance, 10);
AmmoInstance.rigidbody.AddForce(shootDirection*bulletSpeed,ForceMode.VelocityChange);
canShoot = false;
Invoke("ShootDelay", shootDelay);
}
}
function OnCollisionEnter(collision : Collision) {
rigidbody.velocity = Vector3.zero;
if (collision.gameObject.tag == "Enemy"){
Damage();
}
if (collision.gameObject.tag == "Health"){
var Healthp = Instantiate(PowerParticles[0], transform.position, transform.rotation);
Destroy (Healthp, 1);
audio.PlayClipAtPoint(Power, Vector3 (0, 0, 0));
Heal();
Destroy(collision.gameObject,0);
}
if (collision.gameObject.tag == "Machinegun"){
var MachineP = Instantiate(PowerParticles[1], transform.position, transform.rotation);
Destroy (MachineP, 1);
audio.PlayClipAtPoint(Power, Vector3 (0, 0, 0));
Destroy(collision.gameObject,0);
shootDelay = 0;
yield WaitForSeconds(1);
shootDelay = 0.2;
}
if (collision.gameObject.tag == "Bomb"){
var Bombp = Instantiate(PowerParticles[2], transform.position, transform.rotation);
Destroy (Bombp, 1);
audio.PlayClipAtPoint(Power, Vector3 (0, 0, 0));
Destroy(collision.gameObject,0);
Ammo = bomb;
yield WaitForSeconds(1);
Ammo = bullet;
}
if (collision.gameObject.tag == "Seekingmissile"){
var Missilep = Instantiate(PowerParticles[3], transform.position, transform.rotation);
Destroy (Missilep, 1);
audio.PlayClipAtPoint(Power, Vector3 (0, 0, 0));
Destroy(collision.gameObject,0);
Ammo = misile;
yield WaitForSeconds(1);
Ammo = bullet;
}
if (collision.gameObject.tag == "Shield"){
audio.PlayClipAtPoint(Power, Vector3 (0, 0, 0));
Destroy(collision.gameObject,0);
Shield();
}
}
function Shield(){
var currentshield = Instantiate(sheild, transform.position, transform.rotation);
currentshield.transform.parent = transform;
Destroy (currentshield, 1.5);
}
function OnCollisionExit(collision : Collision){
rigidbody.velocity = Vector3.zero;
}
function ShootDelay(){
canShoot = true;
}
function Damage(){
if (Health > 0){
audio.PlayClipAtPoint(Hurt, Vector3 (0, 0, 0));
Health--;
}
}
function Heal(){
if (Health < 40){
Health++;
}
}
function Playerdie(){
yield WaitForSeconds(1);
Application.LoadLevel("menu");
}