Hi, I’m working on the “Space Shooter” tutorial, and after adding bolts the ship is able to shoot them for only for few seconds then it gets disabled…
Player movement script::
using UnityEngine;
using System.Collections;
[System.Serializable]
public class Boundary
{
public float xMin, xMax, zMin, zMax;
}
public class PlayerController : MonoBehaviour
{
public float speed;
public float tilt;
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)
);
GetComponent<Rigidbody>().rotation = Quaternion.Euler (0.0f, 0.0f, GetComponent<Rigidbody>().velocity.x * -tilt);
}
}
Mover script::
using UnityEngine;
using System.Collections;
public class Mover : MonoBehaviour {
public float speed;
private Rigidbody rb;
void Start()
{
rb = GetComponent<Rigidbody> ();
rb.velocity = transform.forward * speed;
}
}
Boundary script::
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class DestroyByBoundary : MonoBehaviour
{
void OnTriggerExit(Collider other) {
Destroy (other.gameObject, 0.1f);
}
}