Skip to content

Instantly share code, notes, and snippets.

@uruskan
Created January 18, 2017 21:01
Show Gist options
  • Save uruskan/7e402fb3985699037550fae50ffce0c1 to your computer and use it in GitHub Desktop.
Save uruskan/7e402fb3985699037550fae50ffce0c1 to your computer and use it in GitHub Desktop.
Çalışan Saldırı , Can ve CanBarı Scriptinde Gece Gece Köklü Değişiklikler Yapmadan Önceki Yedek.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class Can : MonoBehaviour {
public int hp = 100;
public int simdikiCan;
public Slider hpslider;
public GameObject rpgci;
// Use this for initialization
void Start () {
}
public void hasarAl(int saldırıGücü) {
simdikiCan = hp - saldırıGücü;
hp = simdikiCan;
hpslider.value = simdikiCan;
if (simdikiCan <= 0) {
Debug.Log("Öldüm Çıktım !");
Destroy(gameObject);
rpgci.SetActive(false);
}
if (simdikiCan > 0) {
Debug.Log(simdikiCan +"Canım Kaldı.");
}
}
// Update is called once per frame
void Update () {
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class RpgciKontrol : MonoBehaviour
{
public GameObject EngineRight;
public GameObject EngineLeft;
public GameObject EngineUpleft;
public GameObject EngineUpright;
public int güc = 50;
GameObject jet;
Rigidbody2D rb;
// Use this for initialization
void Start()
{
jet = GameObject.FindGameObjectWithTag("jet");
rb = jet.GetComponent<Rigidbody2D>();
}
// Update is called once per frame
void Update()
{
if (Input.GetKey(KeyCode.W))
{
rb.AddForce(transform.up * güc);
EngineUpleft.SetActive(true);
EngineUpright.SetActive(true);
}
else
{
EngineUpleft.SetActive(false);
EngineUpright.SetActive(false);
}
if (Input.GetKey(KeyCode.D))
{
rb.AddForce(transform.right * güc);
EngineLeft.SetActive(true);
}
else
{
EngineLeft.SetActive(false);
}
if (Input.GetKey(KeyCode.S))
{
rb.AddForce(-transform.up * güc);
EngineUpleft.SetActive(false);
EngineUpright.SetActive(false);
}
if (Input.GetKey(KeyCode.A))
{
rb.AddForce(-transform.right * güc);
EngineRight.SetActive(true);
}
else {
EngineRight.SetActive(false);
}
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Saldırı : MonoBehaviour
{
public GameObject Silah;
public int saldırıGücü = 10;
public Can can;
public float menzil = 100.0f;
public float saldırıAraligi = 0.25f;
private float beklemesuresi;
// Use this for initialization
void Start()
{
can = can.GetComponent<Can>();
beklemesuresi = 0f;
}
// Update is called once per frame
void Update()
{
if (beklemesuresi > 0)
{
beklemesuresi -= Time.deltaTime;
}
RaycastHit2D hit;
hit = Physics2D.Raycast(transform.position, Vector2.right, menzil);
Debug.DrawRay(transform.position, Vector2.right, Color.red);
if (Input.GetButton("Fire1"))
{
if (beklemesuresi <= 0)
{
if (hit != null && hit.collider.tag == "hedef")
{
Debug.Log(hit.collider.name);
can.hasarAl(saldırıGücü);
beklemesuresi = beklemesuresi + saldırıAraligi;
}
}
}
}
}
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment