I have created everything just like in tutorial,only I changed the ship and I didnt want to move on z-axis but when I add Boundary the game erases the Bolt when I stop firing and I cant fire until I restart the game.Here’s the code.
Player Controller:
using UnityEngine;
using System.Collections;
[System.Serializable]
public class Boundary
{
public float xMin, xMax, zMin, zMax;
}
public class PlayerController : MonoBehaviour
{
public float speed;
public Boundary boundary;
public GameObject shot;
public GameObject shotSpawn;
public float fireRate;
private float nextFire;
void Update ()
{
if (Input.GetButton("Fire1") && Time.time > nextFire)
{
shot = Instantiate(shot) as GameObject;
nextFire = Time.time + fireRate;
//GameObject clone =
shot.transform.position = shotSpawn.transform.position;
}
}
void FixedUpdate ()
{
float moveHorizontal = Input.GetAxis ("Horizontal");
float moveVertical = Input.GetAxis ("Vertical");
Vector3 movement = new Vector3 (moveHorizontal, 0.0f, moveVertical);
GetComponent<Rigidbody>().velocity = movement * speed;
GetComponent<Rigidbody>().position = new Vector3
(
Mathf.Clamp (GetComponent<Rigidbody>().position.x, boundary.xMin, boundary.xMax), 0.0f, Mathf.Clamp (GetComponent<Rigidbody>().position.z, boundary.zMin, boundary.zMax)
);
}
}
Mover:
using UnityEngine;
using System.Collections;
public class Mover : MonoBehaviour
{
public float speed;
public Rigidbody rb;
void Start ()
{
GetComponent<Rigidbody>().velocity = transform.forward* speed;
}
}
DestroyByBoundary:
using UnityEngine;
using System.Collections;
public class DestroyByBoundary : MonoBehaviour {
void OnTriggerExit(Collider other)
{
Destroy(other.gameObject);
}
}
