Hey,
I’m very new to unity and I’ve been doing some basics (movement, Trigers for automatic doors) Been watching a bunch of tutorials.
I have made spikes with a Trigger, yet if I use it on an enemy he falls through the map, so I need a collider but don’t know how or what to rewrite how.
Best would be a simple script that I can add to an object that has my Enemy AI which has the collider that kills me and makes me respawn at the start. Preferably with some //notes so I see what you did.
Thanks a lot in advance, appreciate it a lot ![]()
My Trigger for Death:
I also have the levelManager and Checkpoints in separate ones
using UnityEngine;
using System.Collections;
public class KillPlayer : MonoBehaviour {
public LevelManager levelManager;
// Use this for initialization
void Start () {
levelManager = FindObjectOfType<LevelManager>();
}
// Update is called once per frame
void Update () {
}
void OnTriggerEnter2D(Collider2D other)
{
if(other.name == "Player")
{
//levelManager.RespawnPlayer();
Application.LoadLevel ("Class Movement Script stuff");
}
}
}
My enemy AI:
//variable declarations
var Distance;
var Target : Transform;
var lookAtDistance = 25.0;
var attackRange = 15.0;
var moveSpeed = 5.0;
var Damping = 6.0;
// main update function
function Update ()
{
Distance = Vector3.Distance(Target.position, transform.position);
if (Distance < lookAtDistance)
{
GetComponent.<Renderer>().material.color = Color.yellow;
lookAt();
}
if (Distance > lookAtDistance)
{
GetComponent.<Renderer>().material.color = Color.green;
}
if (Distance < attackRange)
{
GetComponent.<Renderer>().material.color = Color.red;
attack ();
}
}
function lookAt ()
{
var rotation = Quaternion.LookRotation(Target.position - transform.position);
transform.rotation = Quaternion.Slerp(transform.rotation, rotation, Time.deltaTime * Damping);
}
function attack ()
{
transform.Translate(Vector3.forward * moveSpeed * Time.deltaTime);
}