https://gamejolt.com/games/warlike_feats/588184
MI NUEVO PROYECTO CON UNITY ...ESTOY PLANTANDO EL HUERTO HABER QUE FRUTA SALE….
Argumento hazañas bélicas.
warlike feats
warlike feats, "the documents"
robar planos secretos de un arma nueva, o medicamento,
nave enterrada, pasillos , maquinas, ordenadores, cámaras de munición, científicos,
plataformas torres de vigilancia, puertas que se abren o explosionamos,
1- entrada torres de vigilancia destruir
2- patrullas a pie destruir.
3- entrar en interior edificación gigante.
4- pasillos, puertas , circulares bóvedas ,
scripts del juego tema disparos.
using UnityEngine;
using System.Collections;
public class Launcher : MonoBehaviour
{
public Rigidbody projectile;
public Rigidbody explosiveProjectile;
public float launchspeed = 50;
public bool useExplodingProjectiles = false;
private float _LaunchDelayTime = 0.0f;
public int stackSize = 60;
public Transform launchHole1;
public Transform launchHole2;
private Stack _Projectiles;
private Stack _ExplosiveProjectiles;
private Transform _myTransform;
// Use this for initialization
void Start ()
{
_myTransform = transform;
_Projectiles = new Stack();
if(useExplodingProjectiles)
{
_ExplosiveProjectiles = new Stack();
}
for(int i = 0; i < stackSize; i++)
{
Rigidbody tr = Instantiate (projectile, _myTransform.position, _myTransform.rotation) as Rigidbody;
PushProjectile(tr);
if(useExplodingProjectiles)
{
Rigidbody rr = Instantiate (explosiveProjectile, _myTransform.position, _myTransform.rotation) as Rigidbody;
PushExplosiveProjectile(rr);
}
}
}
// Update is called once per frame
void Update ()
{
if(_Projectiles.Count > 0)
{
if(Time.time > _LaunchDelayTime)
{
if (Input.GetButton ("Fire1")) ////ametralladora
// if (Input.GetButtonDown ("Fire1")) original tiro a tiro
{
Rigidbody tr = PopProjectile();
tr.gameObject.SetActive(true);
tr.transform.position = launchHole1.position;
tr.transform.rotation = launchHole1.rotation;
tr.velocity = transform.TransformDirection (Vector3.forward * launchspeed);
tr = PopProjectile();
tr.gameObject.SetActive(true);
tr.transform.position = launchHole2.position;
tr.transform.rotation = launchHole2.rotation;
tr.velocity = transform.TransformDirection (Vector3.forward * launchspeed);
_LaunchDelayTime = Time.time + 0.5f;
}
}
}
if(useExplodingProjectiles)
{
if(_ExplosiveProjectiles.Count > 0)
{
if(Time.time > _LaunchDelayTime)
{
if (Input.GetButtonDown ("Fire2"))
{
Rigidbody tr = PopExplosiveProjectile();
tr.gameObject.SetActive(true);
tr.transform.position = launchHole1.position;
tr.transform.rotation = launchHole1.rotation;
tr.velocity = transform.TransformDirection (Vector3.forward * launchspeed);
tr = PopExplosiveProjectile();
tr.gameObject.SetActive(true);
tr.transform.position = launchHole2.position;
tr.transform.rotation = launchHole2.rotation;
tr.velocity = transform.TransformDirection (Vector3.forward * launchspeed);
_LaunchDelayTime = Time.time + 0.5f;
}
}
}
}
}
public void PushProjectile(Rigidbody x)
{
x.gameObject.SetActive(false);
_Projectiles.Push(x);
}
public Rigidbody PopProjectile()
{
return (Rigidbody)_Projectiles.Pop();
}
public void PushExplosiveProjectile(Rigidbody x)
{
x.gameObject.SetActive(false);
_ExplosiveProjectiles.Push(x);
}
public Rigidbody PopExplosiveProjectile()
{
return (Rigidbody)_ExplosiveProjectiles.Pop();
}
}
using System;
using UnityEngine;
using UnityStandardAssets.CrossPlatformInput;
namespace UnityStandardAssets.Utility
{
public class SimpleMouseRotator : MonoBehaviour
{
// A mouselook behaviour with constraints which operate relative to
// this gameobject's initial rotation.
// Only rotates around local X and Y.
// Works in local coordinates, so if this object is parented
// to another moving gameobject, its local constraints will
// operate correctly
// (Think: looking out the side window of a car, or a gun turret
// on a moving spaceship with a limited angular range)
// to have no constraints on an axis, set the rotationRange to 360 or greater.
public Vector2 rotationRange = new Vector3(70, 70);
public float rotationSpeed = 10;
public float dampingTime = 0.2f;
public bool autoZeroVerticalOnMobile = true;
public bool autoZeroHorizontalOnMobile = false;
public bool relative = true;
private Vector3 m_TargetAngles;
private Vector3 m_FollowAngles;
private Vector3 m_FollowVelocity;
private Quaternion m_OriginalRotation;
private void Start()
{
m_OriginalRotation = transform.localRotation;
}
private void Update()
{
// we make initial calculations from the original local rotation
transform.localRotation = m_OriginalRotation;
// read input from mouse or mobile controls
float inputH;
float inputV;
if (relative)
{
inputH = CrossPlatformInputManager.GetAxis("Mouse X");
inputV = CrossPlatformInputManager.GetAxis("Mouse Y");
// wrap values to avoid springing quickly the wrong way from positive to negative
if (m_TargetAngles.y > 180)
{
m_TargetAngles.y -= 360;
m_FollowAngles.y -= 360;
}
if (m_TargetAngles.x > 180)
{
m_TargetAngles.x -= 360;
m_FollowAngles.x -= 360;
}
if (m_TargetAngles.y < -180)
{
m_TargetAngles.y += 360;
m_FollowAngles.y += 360;
}
if (m_TargetAngles.x < -180)
{
m_TargetAngles.x += 360;
m_FollowAngles.x += 360;
}
#if MOBILE_INPUT
// on mobile, sometimes we want input mapped directly to tilt value,
// so it springs back automatically when the look input is released.
if (autoZeroHorizontalOnMobile) {
m_TargetAngles.y = Mathf.Lerp (-rotationRange.y * 0.5f, rotationRange.y * 0.5f, inputH * .5f + .5f);
} else {
m_TargetAngles.y += inputH * rotationSpeed;
}
if (autoZeroVerticalOnMobile) {
m_TargetAngles.x = Mathf.Lerp (-rotationRange.x * 0.5f, rotationRange.x * 0.5f, inputV * .5f + .5f);
} else {
m_TargetAngles.x += inputV * rotationSpeed;
}
#else
// with mouse input, we have direct control with no springback required.
m_TargetAngles.y += inputH*rotationSpeed;
m_TargetAngles.x += inputV*rotationSpeed;
#endif
// clamp values to allowed range
m_TargetAngles.y = Mathf.Clamp(m_TargetAngles.y, -rotationRange.y*0.5f, rotationRange.y*0.5f);
m_TargetAngles.x = Mathf.Clamp(m_TargetAngles.x, -rotationRange.x*0.5f, rotationRange.x*0.5f);
}
else
{
inputH = Input.mousePosition.x;
inputV = Input.mousePosition.y;
// set values to allowed range
m_TargetAngles.y = Mathf.Lerp(-rotationRange.y*0.5f, rotationRange.y*0.5f, inputH/Screen.width);
m_TargetAngles.x = Mathf.Lerp(-rotationRange.x*0.5f, rotationRange.x*0.5f, inputV/Screen.height);
}
// smoothly interpolate current values to target angles
m_FollowAngles = Vector3.SmoothDamp(m_FollowAngles, m_TargetAngles, ref m_FollowVelocity, dampingTime);
// update the actual gameobject's rotation
transform.localRotation = m_OriginalRotation*Quaternion.Euler(-m_FollowAngles.x, m_FollowAngles.y, 0);
}
}
}
using UnityEngine;
using System.Collections;
public class Launcher2 : MonoBehaviour
{
public Rigidbody projectile;
public Rigidbody explosiveProjectile;
public float launchspeed = 50;
public bool useExplodingProjectiles = false;
private float _LaunchDelayTime = 0.0f;
public int stackSize = 60;
public Transform launchHole1;
public Transform launchHole2;
private Stack _Projectiles;
private Stack _ExplosiveProjectiles;
private Transform _myTransform;
// Use this for initialization
void Start ()
{
_myTransform = transform;
_Projectiles = new Stack();
if(useExplodingProjectiles)
{
_ExplosiveProjectiles = new Stack();
}
for(int i = 0; i < stackSize; i++)
{
Rigidbody tr = Instantiate (projectile, _myTransform.position, _myTransform.rotation) as Rigidbody;
PushProjectile(tr);
if(useExplodingProjectiles)
{
Rigidbody rr = Instantiate (explosiveProjectile, _myTransform.position, _myTransform.rotation) as Rigidbody;
PushExplosiveProjectile(rr);
}
}
}
// Update is called once per frame
void Update ()
{
if(_Projectiles.Count > 0)
{
if(Time.time > _LaunchDelayTime)
{
//if (Input.GetKeyDown(KeyCode.Space))
if (Input.GetKey (KeyCode.M)) /////////////////imbentadooooooooooooooooooooooooooooooooooooo
//if (Input.GetButton ("Fire1")) ////ametralladora
// if (Input.GetButtonDown ("Fire1")) original tiro a tiro
{
Rigidbody tr = PopProjectile();
tr.gameObject.SetActive(true);
tr.transform.position = launchHole1.position;
tr.transform.rotation = launchHole1.rotation;
tr.velocity = transform.TransformDirection (Vector3.forward * launchspeed);
tr = PopProjectile();
tr.gameObject.SetActive(true);
tr.transform.position = launchHole2.position;
tr.transform.rotation = launchHole2.rotation;
tr.velocity = transform.TransformDirection (Vector3.forward * launchspeed);
_LaunchDelayTime = Time.time + 0.5f;
}
}
}
if(useExplodingProjectiles)
{
if(_ExplosiveProjectiles.Count > 0)
{
if(Time.time > _LaunchDelayTime)
{
if (Input.GetButtonDown ("Fire2"))
{
Rigidbody tr = PopExplosiveProjectile();
tr.gameObject.SetActive(true);
tr.transform.position = launchHole1.position;
tr.transform.rotation = launchHole1.rotation;
tr.velocity = transform.TransformDirection (Vector3.forward * launchspeed);
tr = PopExplosiveProjectile();
tr.gameObject.SetActive(true);
tr.transform.position = launchHole2.position;
tr.transform.rotation = launchHole2.rotation;
tr.velocity = transform.TransformDirection (Vector3.forward * launchspeed);
_LaunchDelayTime = Time.time + 0.5f;
}
}
}
}
}
public void PushProjectile(Rigidbody x)
{
x.gameObject.SetActive(false);
_Projectiles.Push(x);
}
public Rigidbody PopProjectile()
{
return (Rigidbody)_Projectiles.Pop();
}
public void PushExplosiveProjectile(Rigidbody x)
{
x.gameObject.SetActive(false);
_ExplosiveProjectiles.Push(x);
}
public Rigidbody PopExplosiveProjectile()
{
return (Rigidbody)_ExplosiveProjectiles.Pop();
}
}
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