using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityStandardAssets.CrossPlatformInput;
public class PlayerScript : MonoBehaviour
{
public Animator Zombieanim;
public float health = 100f;
public Slider healthbar;
public GameObject GameOverScreen;
public float speed = 5.0f;
private float rot = 0.0f;
//public GameObject zombie;
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
// CrossPlatformInputManager.GetAxis("Vertical");
}
void OnTriggerEnter(Collider col)
{
if (col.tag == "Enemy"&& !col.GetComponent<Enemy_AI>().isDead) {
health = health - 0.1f;
Zombieanim.SetBool ("attack",true);
}
}
void OnTriggerStay(Collider col)
{
if (col.tag == "Enemy"&& !col.GetComponent<Enemy_AI>().isDead) {
health = health - 0.1f;
healthbar.value = health;
if (health < 0f )
{
print ("you died");
GameOverScreen.SetActive(true);
}
}
}
void OnTriggerExit(Collider col)
{
if (col.tag == "Enemy") {
Zombieanim.SetBool ("attack",false);
}
}
}
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityStandardAssets.CrossPlatformInput;
public class PlayerScript : MonoBehaviour
{
public Animator Zombieanim;
public float health = 100f;
public Slider healthbar;
public GameObject GameOverScreen;
public float speed = 5.0f;
private float rot = 0.0f;
//public GameObject zombie;
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
// CrossPlatformInputManager.GetAxis("Vertical");
}
void OnTriggerEnter(Collider col)
{
if (col.tag == "Enemy"&& !col.GetComponent<Enemy_AI>().isDead) {
health = health - 0.1f;
Zombieanim.SetBool ("attack",true);
}
}
void OnTriggerStay(Collider col)
{
if (col.tag == "Enemy"&& !col.GetComponent<Enemy_AI>().isDead) {
health = health - 0.1f;
healthbar.value = health;
if (health < 0f )
{
print ("you died");
GameOverScreen.SetActive(true);
}
}
}
void OnTriggerExit(Collider col)
{
if (col.tag == "Enemy") {
Zombieanim.SetBool ("attack",false);
}
}
}
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