C# PARA UNITY

 MAS EJEMPLOS DE AQUI SE APRENDE.............

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PARA ABRIR PUERTAS ....CON UN TAG.......

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class abresolomalopuertamas : MonoBehaviour {


    // Use this for initialization
    void Start () {
       
    }
    
    // Update is called once per frame


    //public int Rotador;
    void Update () {  }

void OnTriggerEnter(Collider other) {
    //void OnTriggerEnter(Collider other) {
            //if (other.gameObject.CompareTag ("avismo")){
        //if (other.gameObject.CompareTag ("ogri2")){
            //if (other.gameObject.CompareTag ("molonrobott")){
                if (other.gameObject.CompareTag ("malopuerta")){



            //}
      //var rot = transform.rotation;
            //rot.z += Time.deltaTime * 20;
           // transform.rotation = rot;

    transform.position += transform.right * 361.02f * Time.deltaTime; }

    }
    }
//}

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CONTROL DE UN PERSONAJE CON ANIMACION..........

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class CONTROLROBOTYO : MonoBehaviour {

    // Use this for initialization
    //void Start () {
       
    //}
    public Animator Anim;
    public float WalkSpeed;
    // Update is called once per frame
    void Update () {

        if (Input.GetKey (KeyCode.W)) {
            Anim.SetBool ("ANDA", true);
            transform.Translate (Vector3.forward * WalkSpeed * Time.deltaTime);
        } else {
            Anim.SetBool ("ANDA", false);







        if (Input.GetKey (KeyCode.S)) {
            Anim.SetBool ("ATRAS", true);
            transform.Translate (Vector3.forward * WalkSpeed * Time.deltaTime);
        } else {
            Anim.SetBool ("ATRAS", false);








        if (Input.GetKey (KeyCode.A)) {
            Anim.SetBool ("ANDA", true);
            transform.Translate (Vector3.forward * WalkSpeed * Time.deltaTime);
        } else {
            Anim.SetBool ("ANDA", false);






        if (Input.GetKey (KeyCode.D)) {
            Anim.SetBool ("ANDA", true);
            transform.Translate (Vector3.forward * WalkSpeed * Time.deltaTime);
        } else {
            Anim.SetBool ("ANDA", false);





if (Input.GetButtonDown ("Fire1"))
            {
//if ((Input.GetButton("Fire1")) {
        //if (Input.GetKey (KeyCode.Space)) {
            Anim.SetBool ("DISPARO", true);
            transform.Translate (Vector3.forward * WalkSpeed * Time.deltaTime);
        } else {
            Anim.SetBool ("DISPARO", false);












//if (Input.GetButtonUp ("Fire1"))
            //{
//if ((Input.GetButton("Fire1")) {
        //if (Input.GetKey (KeyCode.Space)) {
            //Anim.SetBool ("DISPARO", true);
            //transform.Translate (Vector3.forward * WalkSpeed * Time.deltaTime);
        //} else {
            //Anim.SetBool ("DISPARO", false);













           
        }
    }
}
}
    }
}
}  //}


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TEMA DISPARO DE OBJETO

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class tiroa : MonoBehaviour {


        public GameObject tirito;
        public float fireRate = 0.5f;
        private float nextFire = 0.0f;
        //private float nextFire = 0.0f;originallllll
        void Update()
        {


            //if ((Input.GetKey(KeyCode.A) && Time.time > nextFire))//ESTO ES MIO FUNCIONA



                //if (Input.GetKey(KeyCode.D) && Time.time > nextFire)//ESTO ES MIO FUNCIONA
                if ((Input.GetButton("Fire1") && Time.time > nextFire)) //original ORIGINAL
            {


                nextFire = Time.time + fireRate;
                GameObject clone = Instantiate(tirito, transform.position, transform.rotation) as GameObject;


            }
        }
    }

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IRE AMPLIANDO EL TEMA CONFORME SIGA APRENDIENDO............TENGO MAS SCRIPTS...LOS IRE PONIENDO ESTOS DIAS.....................................Y PROCURARE EXPLICAR LO MAS PRIMORDIAL DE ELLOS..........





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ACTIVATE TRIGER......IMPORTANTISIMO CAMBIA OBJETOS AL SER TOCADOS O COLISIONADOS........

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using System;
using UnityEngine;
using Object = UnityEngine.Object;

namespace UnityStandardAssets.Utility
{
    public class ActivateTrigger : MonoBehaviour
    {
        // A multi-purpose script which causes an action to occur when
        // a trigger collider is entered.
        public enum Mode
        {
            Trigger = 0,    // Just broadcast the action on to the target
            Replace = 1,    // replace target with source
            Activate = 2,   // Activate the target GameObject
            Enable = 3,     // Enable a component
            Animate = 4,    // Start animation on target
            Deactivate = 5  // Decativate target GameObject
        }

        public Mode action = Mode.Activate;         // The action to accomplish
        public Object target;                       // The game object to affect. If none, the trigger work on this game object
        public GameObject source;
        public int triggerCount = 1;
        public bool repeatTrigger = false;


        private void DoActivateTrigger()
        {
            triggerCount--;

            if (triggerCount == 0 || repeatTrigger)
            {
                Object currentTarget = target ?? gameObject;
                Behaviour targetBehaviour = currentTarget as Behaviour;
                GameObject targetGameObject = currentTarget as GameObject;
                if (targetBehaviour != null)
                {
                    targetGameObject = targetBehaviour.gameObject;
                }

                switch (action)
                {
                    case Mode.Trigger:
                        if (targetGameObject != null)
                        {
                            targetGameObject.BroadcastMessage("DoActivateTrigger");
                        }
                        break;
                    case Mode.Replace:
                        if (source != null)
                        {
                            if (targetGameObject != null)
                            {
                                Instantiate(source, targetGameObject.transform.position,
                                            targetGameObject.transform.rotation);
                                DestroyObject(targetGameObject);
                            }
                        }
                        break;
                    case Mode.Activate:
                        if (targetGameObject != null)
                        {
                            targetGameObject.SetActive(true);
                        }
                        break;
                    case Mode.Enable:
                        if (targetBehaviour != null)
                        {
                            targetBehaviour.enabled = true;
                        }
                        break;
                    case Mode.Animate:
                        if (targetGameObject != null)
                        {
                            targetGameObject.GetComponent<Animation>().Play();
                        }
                        break;
                    case Mode.Deactivate:
                        if (targetGameObject != null)
                        {
                            targetGameObject.SetActive(false);
                        }
                        break;
                }
            }
        }


        private void OnTriggerEnter(Collider other)
        {
            DoActivateTrigger();
        }
    }
}

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MOVER PERSONAJE HUMANOIDE CON SUS ANIMACIONES Y DISPARANDO

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class anda : MonoBehaviour {

    // Use this for initialization
    //void Start () {
       
    //}
    public Animator Anim;
    public float WalkSpeed;
    // Update is called once per frame
    void Update () {


        if (Input.GetKey (KeyCode.W)) {
            Anim.SetBool ("anda", true);
            transform.Translate (Vector3.forward * WalkSpeed * Time.deltaTime);
        } else {
            Anim.SetBool ("anda", false);



if (Input.GetKey (KeyCode.S)) {
            Anim.SetBool ("atras", true);
            transform.Translate (Vector3.forward * WalkSpeed * Time.deltaTime);
        } else {
            Anim.SetBool ("atras", false);


    if (Input.GetButtonDown ("Fire1")) {

            Anim.SetBool ("dispara", true);
            transform.Translate (Vector3.forward * WalkSpeed * Time.deltaTime);
        } else {
            Anim.SetBool ("dispara", false);






        if (Input.GetKey (KeyCode.E)) {
            Anim.SetBool ("agacha", true);
            transform.Translate (Vector3.forward * WalkSpeed * Time.deltaTime);
        } else {
            Anim.SetBool ("agacha", false);







        }
    }
}
}
}
}

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MOVIMIENTOS DE ROTACION

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using System;
using UnityEngine;

namespace UnityStandardAssets.Utility
{
    public class AutoMoveAndRotate : MonoBehaviour
    {
        public Vector3andSpace moveUnitsPerSecond;
        public Vector3andSpace rotateDegreesPerSecond;
        public bool ignoreTimescale;
        private float m_LastRealTime;


        private void Start()
        {
            m_LastRealTime = Time.realtimeSinceStartup;
        }


        // Update is called once per frame
        private void Update()
        {
            float deltaTime = Time.deltaTime;
            if (ignoreTimescale)
            {
                deltaTime = (Time.realtimeSinceStartup - m_LastRealTime);
                m_LastRealTime = Time.realtimeSinceStartup;
            }
            transform.Translate(moveUnitsPerSecond.value*deltaTime, moveUnitsPerSecond.space);
            transform.Rotate(rotateDegreesPerSecond.value*deltaTime, moveUnitsPerSecond.space);
        }


        [Serializable]
        public class Vector3andSpace
        {
            public Vector3 value;
            public Space space = Space.Self;
        }
    }
}
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CONTADOR....MARCADOR DE PUNTUACION.....ENTES CASO ASTA 51  DE REFERENCIA....

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using UnityEngine;

// Include the namespace required to use Unity UI
using UnityEngine.UI;

using System.Collections;

public class bapuntos51 : MonoBehaviour {

    // Create public variables for player speed, and for the Text UI game objects
    public float speed;
    public Text countText;
    public Text winText;






    //public AudioSource tickSource;

    //public AudioSource tickSource;










    // Create private references to the rigidbody component on the player, and the count of pick up objects picked up so far
    private Rigidbody rb;
    private int count;/// <summary>


    /// //////////////////////////////////////////
    /// </summary>
    //private int PUNTOS;/// <summary>
    /// /////////////////////////////////////////////////
    /// </summary>

    // At the start of the game..
    void Start ()
    {





        //tickSource = GetComponent<AudioSource> ();

        //tickSource = Getcomponent<AudioSource> ();











        // Assign the Rigidbody component to our private rb variable
        rb = GetComponent<Rigidbody>();

        // Set the count to zero
        count = 0;

        // Run the SetCountText function to update the UI (see below)
        SetCountText ();

        // Set the text property of our Win Text UI to an empty string, making the 'You Win' (game over message) blank
        winText.text = "";
    }

    // Each physics step..












    //void FixedUpdate ()
    //{
    // Set some local float variables equal to the value of our Horizontal and Vertical Inputs
    //float moveHorizontal = Input.GetAxis ("Horizontal");
    //float moveVertical = Input.GetAxis ("Vertical");

    // Create a Vector3 variable, and assign X and Z to feature our horizontal and vertical float variables above
    //Vector3 movement = new Vector3 (moveHorizontal, 0.0f, moveVertical);

    // Add a physical force to our Player rigidbody using our 'movement' Vector3 above,
    // multiplying it by 'speed' - our public player speed that appears in the inspector
    //    rb.AddForce (movement * speed);
    //}












    // When this game object intersects a collider with 'is trigger' checked,
    // store a reference to that collider in a variable named 'other'..
    void OnTriggerEnter(Collider other)
    {
        // ..and if the game object we intersect has the tag 'Pick Up' assigned to it..









        //if (other.gameObject.CompareTag ("pruebassonido"))


        //if (other.gameObject.CompareTag ("bolaesplota"))
        if (other.gameObject.CompareTag ("ARAÑA-3-ESTE"))
        //if (other.gameObject.CompareTag ("Terrain"))

       
            //if (other.gameObject.CompareTag ("Pick Up 1"))
        //if (other.gameObject.CompareTag ("Sphere"))


        {
            // Make the other game object (the pick up) inactive, to make it disappear
            other.gameObject.SetActive (false);///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

            // Add one to the score variable 'count'
            count = count + 1;




            //tickSource.Play ();





            // Run the 'SetCountText()' function (see below)
            SetCountText ();
        }
            }

    // Create a standalone function that can update the 'countText' UI and check if the required amount to win has been achieved
    void SetCountText()
    {
        // Update the text field of our 'countText' variable
        //countText.text = "Count: " + count.ToString ();

        countText.text = "PUNTOS: " + count.ToString ();
        // Check if our 'count' is equal to or exceeded 12
        if (count >= 11)
        //if (count >= 99)
        {
            // Set the text value of our 'winText'
            winText.text = "JUEGO COMPLETADO";

            //TextMeshPro = "CAMPEON GANASTES";

    

            Destroy (gameObject, 1.2f);

            //transform.position += transform.forward * 210.222f * Time.deltaTime; ///////etste solo
            //transform.position += transform.forward *110.02f * Time.deltaTime;
            //transform.position -= transform.forward *8.02f * Time.deltaTime;
            //transform.Rotate (new Vector3 (12 * Time.deltaTime, 220, 290), Space.Self);
            //Destroy (gameObject, 0.2f);
            //transform.localScale += Vector3.right * 444 * Time.deltaTime;//OJOJOJOJOJOJOJOJOJO
            //Destroy (gameObject, 0.2f);
            //transform.Rotate(10, Time.deltaTime, 100, Space.World);

        }
    }
}
    

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BORRA UN OBJETO LO DESTRUYE......CON UN TAG NOMBRE CONCRETO A ESE TAG......

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using System.Collections.Generic;
using UnityEngine;

public class borraconprojectile : MonoBehaviour {

    //public float Destroy = 0.2f;
    // Use this for initialization
    void Start () {

    }




    //void OnCollisionEnter (){


    void OnCollisionEnter (Collision collision)
    {
        //if (collision.gameObject.tag == "maloazul (4)") {
        //Destroy (gameObject, 0.0f);


        if (collision.gameObject.tag == "Projectile") {
            Destroy (gameObject, 0.0f);









        }
    }
}

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BORRA UN OBJETOS POR TIEMPO----AL SER COLISIONADO

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class borracubo5segundos : MonoBehaviour {

    public float Destroy = 10.01f;
    // Use this for initialization
    void Start () {
       
    }
    
    
    
    
    void OnCollisionEnter (){
       
        Destroy (gameObject, 10.01f);
       
       
       
       
       
    }
}
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UNA MANERA DE BORRAR TEXTO POR EJEMPLO EL TITULO DE UN JUEGO POCO ANTES DE EMPEZAR A JUGAR

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using UnityEngine;
using System.Collections;

public class borramitexto : MonoBehaviour {

    // Use this for initialization
    void Start () {

    }



    void Update ()
    {



    if (Input.GetKey(KeyCode.W))

    //void OnCollisionEnter (){

        Destroy (gameObject, 0.00f);







        if (Input.GetKey(KeyCode.Space))

            //void OnCollisionEnter (){

            Destroy (gameObject, 0.00f);
       






        if (Input.GetKey(KeyCode.S))

            //void OnCollisionEnter (){

            Destroy (gameObject, 0.00f);











        if (Input.GetKey(KeyCode.A))

            //void OnCollisionEnter (){

            Destroy (gameObject, 0.00f);







        if (Input.GetKey(KeyCode.D))

            //void OnCollisionEnter (){

            Destroy (gameObject, 0.00f);








        if (Input.GetKey(KeyCode.Q))

            //void OnCollisionEnter (){

            Destroy (gameObject, 0.00f);











        if (Input.GetKey(KeyCode.E))

            //void OnCollisionEnter (){

            Destroy (gameObject, 0.00f);





        if (Input.GetKey(KeyCode.KeypadEnter))/////ENTER DEL TECLADO NUMERICO IGNORO MOTIBO

            Destroy (gameObject, 0.00f);












    }
}
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EJEMPLO DE CONTROL DE HUMANOIDE POR TECLADO Y ASIGNACION DE ANIMACIONES.....

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class CONTROLHUMANO : MonoBehaviour {

    // Use this for initialization
    //void Start () {
       
    //}
    public Animator Anim;
    public float WalkSpeed;
    // Update is called once per frame
    void Update () {
        if (Input.GetKey (KeyCode.W)) {
            Anim.SetBool ("Walking", true);
            transform.Translate (Vector3.forward * WalkSpeed * Time.deltaTime);
        } else {
            Anim.SetBool ("Walking", false);
        }
    }
}

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MOVIMIENTOS GIRATORIOS

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class girabaile : MonoBehaviour {

        // Use this for initialization
        void Start () {


            //transform.rotation = Quaternion.Euler (0,45, 0);
        }





        // Update is called once per frame
        void Update () {
            // Es la rotacion de Angulos de Euler en grados.
            transform.Rotate (new Vector3 (0 * Time.deltaTime, 1, 0), Space.Self);


        }
    }
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EJEMPLO PARA GIRAR ROTAR UN TEXTO........

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class jiratexto : MonoBehaviour {



        // Use this for initialization
        void Start () {


            //transform.rotation = Quaternion.Euler (0,45, 0);
        }





        // Update is called once per frame
        void Update () {
            // Es la rotacion de Angulos de Euler en grados.
            transform.Rotate (new Vector3 (0 * Time.deltaTime, 0.3f, 0), Space.Self);


        }
    }
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CONTINUARE AMPLIANDO LA PAGINA.........19-09-2020.....ASTA PRONTO......



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UNA MANERA DE ABRIR PUERTAS

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 using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class abresolomalopuertamas : MonoBehaviour {


    // Use this for initialization
    void Start () {
        
    }
    
    // Update is called once per frame


    //public int Rotador;
    void Update () {  }

void OnTriggerEnter(Collider other) {
    //void OnTriggerEnter(Collider other) {
            //if (other.gameObject.CompareTag ("avismo")){
        //if (other.gameObject.CompareTag ("ogri2")){
            //if (other.gameObject.CompareTag ("molonrobott")){
                if (other.gameObject.CompareTag ("malopuerta")){



            //}
      //var rot = transform.rotation;
            //rot.z += Time.deltaTime * 20;
           // transform.rotation = rot;

    transform.position += transform.right * 361.02f * Time.deltaTime; }

    }
    }
//}




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DESTRUCCION

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class destruyeportac : MonoBehaviour {



        //public AudioSource tickSource;


        void Start () {

            //tickSource = GetComponent<AudioSource> ();



        }

        void Update () {
        }

        void OnTriggerEnter(Collider other) {
            //if (other.gameObject.CompareTag ("avismo")){
        //if (other.gameObject.CompareTag ("ogri2")){
            if (other.gameObject.CompareTag ("MATA")){
    //transform.Rotate (new Vector3 (0 * Time.deltaTime, 91, 90), Space.Self);

                //tickSource.Play ();
    Destroy (gameObject, 0.0f);


            }}

    }

    //}

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----------PARA CAMBIAR DE NIVEL AL APRETAR UNA TECLA TECLADO DEL PC......EN ESTE CASO  " Esc"

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class tocateclaycambianivel : MonoBehaviour {

    // Use this for initialization
    void Start () {

    }



    void Update ()
    {


        //if (Input.GetKey(KeyCode.P))

if (Input.GetKey(KeyCode.Escape ))
            //void OnCollisionEnter (){

            //Destroy (gameObject, 0.00f);

Application.LoadLevel (0);

    }
}

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MOVIMIENTO DE UN OBJETO

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class muebelado : MonoBehaviour {

    // Use this for initialization
    void Start () {
       
    }



    
    // Update is called once per frame
    void Update () {

        transform.position += transform.forward * 10.2f * Time.deltaTime; }

       
    }


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ControladorDelJugador

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using UnityEngine;
using UnityEngine.UI;
using System.Collections;

public class ControladorDelJugador : MonoBehaviour
{
    public float velocidad;
    public Text marcador;
    public Text terminaste;

    Rigidbody rb;

    int contador;

    void Awake()
    {
        rb = GetComponent<Rigidbody>();
        contador = 0;
        ActualizarMarcador();
        terminaste.gameObject.SetActive(false);
    }

    void FixedUpdate()
    {
        float movimientoHorizontal = Input.GetAxis("Horizontal");
        float movimientoVertical = Input.GetAxis("Vertical");

        Vector3 movimiento = new Vector3(movimientoHorizontal, 0f, movimientoVertical);
        rb.AddForce(movimiento * velocidad);
    }

    void OnTriggerEnter(Collider other)
    {
        Destroy(other.gameObject);
        contador = contador + 1;
        ActualizarMarcador();
        if(contador >= 13)
        {
            terminaste.gameObject.SetActive(true);
        }
    }

    void ActualizarMarcador()
    {
        marcador.text = "Puntos: " + contador;
    }
}

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AutoMoveAndRotate

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using System;
using UnityEngine;

namespace UnityStandardAssets.Utility
{
    public class AutoMoveAndRotate : MonoBehaviour
    {
        public Vector3andSpace moveUnitsPerSecond;
        public Vector3andSpace rotateDegreesPerSecond;
        public bool ignoreTimescale;
        private float m_LastRealTime;


        private void Start()
        {
            m_LastRealTime = Time.realtimeSinceStartup;
        }


        // Update is called once per frame
        private void Update()
        {
            float deltaTime = Time.deltaTime;
            if (ignoreTimescale)
            {
                deltaTime = (Time.realtimeSinceStartup - m_LastRealTime);
                m_LastRealTime = Time.realtimeSinceStartup;
            }
            transform.Translate(moveUnitsPerSecond.value*deltaTime, moveUnitsPerSecond.space);
            transform.Rotate(rotateDegreesPerSecond.value*deltaTime, moveUnitsPerSecond.space);
        }


        [Serializable]
        public class Vector3andSpace
        {
            public Vector3 value;
            public Space space = Space.Self;
        }
    }
}

------------------------------------------------------------------------------------------------------------------------

----------------------------------------------------------------------

--------------------------------------------------------TIROSS 

------------------------------------------------------------------------------------------------------------------------

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class TIROSS : MonoBehaviour {


        public GameObject tirito;
        public float fireRate = 0.5f;
        private float nextFire = 0.0f;
        //private float nextFire = 0.0f;originallllll
        void Update()
        {


        if ((Input.GetKey(KeyCode.S) && Time.time > nextFire))//ESTO ES MIO FUNCIONA



        //if (Input.GetKey(KeyCode.D) && Time.time > nextFire)//ESTO ES MIO FUNCIONA
                //if (Input.GetButton("Fire1") && Time.time > nextFire) //original ORIGINAL
            {


                nextFire = Time.time + fireRate;
                GameObject clone = Instantiate(tirito, transform.position, transform.rotation) as GameObject;


            }
        }
    }



----------------------------------------------------------------------------------------------------------------------------

-----------------------------------------------------------------------------------------------------------------------------

 tiros

--------------------------------------------------------------------------------------------------------------------------

--------------------------------------------------------------------------------------------------------------------------


using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class tiros : MonoBehaviour {


public GameObject tirito;
        public float fireRate = 0.5f;
        private float nextFire = 0.0f;
    //private float nextFire = 0.0f;originallllll
        void Update()
        {


        if (Input.GetKey(KeyCode.W) && Time.time > nextFire)//ESTO ES MIO FUNCIONA

            //if (Input.GetButton("Fire1") && Time.time > nextFire) //original ORIGINAL
            {

       
                nextFire = Time.time + fireRate;
    GameObject clone = Instantiate(tirito, transform.position, transform.rotation) as GameObject;


            }
        }
        }

-----------------------------------------------------------------------------------------------------------------------

 CONTROLHUMANO 

 

EN EL VIDEO EXPLICO SOBRE EL SCRIPT

------------------------------------------------------------------------------------------------------------------------

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class CONTROLHUMANO : MonoBehaviour {

    // Use this for initialization
    //void Start () {
       
    //}
    public Animator Anim;
    public float WalkSpeed;
    // Update is called once per frame
    void Update () {
        if (Input.GetKey (KeyCode.W)) {
            Anim.SetBool ("Walking", true);
            transform.Translate (Vector3.forward * WalkSpeed * Time.deltaTime);
        } else {
            Anim.SetBool ("Walking", false);








           
        }
    }
}

-------------------------------------------------------------------------------------------------------------------------

 todoslosmovimientosplayer

--------------------------------------------------------------------------------------------------------------------

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class todoslosmovimientosplayer : MonoBehaviour {



    //public float moveSpeed = 180f;
    //public float turnSpeed = 100f;

    public Animator Anim;
    public float WalkSpeed;
    // Update is called once per frame
    void Update () {
        if (Input.GetKey (KeyCode.W)) {
            Anim.SetBool ("anda", true);
            //transform.Translate (Vector3.forward * WalkSpeed * Time.deltaTime);
        } else {
            Anim.SetBool ("anda", false);





    if (Input.GetKey (KeyCode.S)) {
            Anim.SetBool ("atras", true);
            //transform.Translate (Vector3.forward * WalkSpeed * Time.deltaTime);
        } else {
            Anim.SetBool ("atras", false);









    if (Input.GetKey (KeyCode.Q)) {
            Anim.SetBool ("corre", true);
            //transform.Translate (Vector3.forward * WalkSpeed * Time.deltaTime);
        } else {
            Anim.SetBool ("corre", false);











    if (Input.GetKey (KeyCode.E)) {
            Anim.SetBool ("stop", true);
            //transform.Translate (Vector3.forward * WalkSpeed * Time.deltaTime);
        } else {
            Anim.SetBool ("stop", false);







    if (Input.GetKey (KeyCode.L)) {
            Anim.SetBool ("enpie", true);
            //transform.Translate (Vector3.forward * WalkSpeed * Time.deltaTime);
        } else {
            Anim.SetBool ("enpie", false);












           
        }
    }
}
}
}
}
}


-------------------------------------------------------------------------------------------------------------------

NUEVOS SCRIPTS 10-10-22

--------------------------------------------------------------------------------------------------------------

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class BORRAPUERTASQUITASALPASARLASEIS : MonoBehaviour
{


    public GameObject puertagiratoriadesdeblenderSEIS;


    private void OnTriggerEnter(Collider other)
    {
        if (other.tag == "Player")
        {



            puertagiratoriadesdeblenderSEIS.SetActive(false);

        }
    }


    private void OnTriggerExit(Collider other)/////imbento
    {
        if (other.tag == "Player")///////imbento



        {

            puertagiratoriadesdeblenderSEIS.SetActive(true);


        }
    }
}

--------------------------------------------------------------------------------------------------------------------

-------------------------------------------------------------------------------------------------------------------

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class BORRAPUERTASQUIETASALPASAR : MonoBehaviour
{


    public GameObject puertagiratoriadesdeblenderCINCO;


    private void OnTriggerEnter(Collider other)
    {
        if (other.tag == "Player")
        {



            puertagiratoriadesdeblenderCINCO.SetActive(false);

        }
    }


    private void OnTriggerExit(Collider other)/////imbento
    {
                if (other.tag == "Player")///////imbento
             


        {
                 
                        puertagiratoriadesdeblenderCINCO.SetActive(true);

               
        }
}
}
   

  ----------------------------------------------------------------------------------------------------------------

----------------------------------------------------------------------------------------------------------------------

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class activatTexto : MonoBehaviour
{
    public GameObject texto;

    private void OnTriggerEnter (Collider other)
    {
      if(other.tag == "Player")
        {
            texto.SetActive(true);
              

        }
    }
    private void OnTriggerExit(Collider other)
    {
        if (other.tag == "Player")
        {
            texto.SetActive(false);


        }
    }
}




-------------------------------------------------------------------------------------------------------------------

----------------------------------------------------------------------------------------------------------------------

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class creaenmano3 : MonoBehaviour
{
   

    public GameObject retra, pico;


    // private void Update()/////original
    //  {/////////////////original

    //  if (Input.GetKeyDown(KeyCode.Alpha1))/////original



    // {////original
    // hacha.SetActive(false);///original
    //   pico.SetActive(false);/////original
    //     }////original


    private void OnTriggerEnter(Collider other)/////imbento
    {
        if (other.tag == "Player")///////imbento
        {/////////////////////////////////////imbento





            //  if (Input.GetKeyDown(KeyCode.Alpha2))//////original
            {
                retra.SetActive(true);
                pico.SetActive(false);
            }
            //   if (Input.GetKeyDown(KeyCode.Alpha3))
            //   {
            //   hacha.SetActive(false);
            //   pico.SetActive(true);
        }
    }
}
// }///////////////////imbento
--------------------------------------------------------------------------------------------------------------

------------------------------------------------------------------------------------------------------------------


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class VARRAMENGUAYVAALCERONIVEL1 : MonoBehaviour
{

    //    public int cura;
    public int damage;
    //public int dumugu;//imbento
    public int vidaEnemigo;
    //public int vidaEnemigo2;//imbento
    public Slider BarraVidaEnemigo;


    void Update()
    {

        BarraVidaEnemigo.value = vidaEnemigo;

    }


    void OnTriggerEnter(Collider other)
    {
        //if (other.gameObject.CompareTag ("MATA")){
        if (other.gameObject.CompareTag("pipi"))
        {

            vidaEnemigo -= damage;



            if (vidaEnemigo <= 0)
            {








                //if (Input.GetButton("Fire3"))////// AMETRALLADORA AMETRAYADORA  imbentooo

                //void OnTriggerEnter(Collider other)///imbento

                   
                    //{///imbento


                        //    if (other.gameObject.CompareTag("cici"))////imbento
                        //{////imbento

                    //vidaEnemigo += dumugu;////imbento


                //    if (vidaEnemigo <= 0)/////imbento
                    //{// imbento





                        //Application.LoadLevel (3);////original 16-6-22

                        //Application.LoadLevel (10); ////prueba ORIGINAL DE 22-6-22
                        //    Application.LoadLevel (1); ////prueba
                        Application.LoadLevel(0); ////prueba ORIGINAL DE 26-7-22///////////////////////original

                    }


                }
            }

        }
    //}///imbento
//}////imbento

--------------------------------------------------------------------------------------------------------------

------------------------------------------------------------------------------------------------------------

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class boyademo : MonoBehaviour
{



    public Text contador1;
    public Text fin1;
    //private float tiempo = 120f;
    private float tiempo = 80f;
    // Use this for initialization
    void Start()
    {
        contador1.text = " " + tiempo;
        fin1.enabled = false;




    }

    // Update is called once per frame
    void Update()
    {
        tiempo -= Time.deltaTime;
        contador1.text = " " + tiempo.ToString("f0");
        if (tiempo <= 0)
        {
            contador1.text = "0";
            fin1.enabled = true;









            {
                //void OnTriggerEnter(Collider other) {
                //if (other.gameObject.CompareTag ("ogri2 (1)CAMPEONNNNNNNNNNNNNNNNNNN")){








                Destroy(gameObject, 0.0f);

                {

                    //Application.LoadLevel (1); ESTE ES EL ORIGINALLLLLLL

                    Application.LoadLevel(1);





                }
            }
        }
    }

}

-----------------------------------------------------------------------------------------------------------------

--------------------------------------------------------------------------------------------------------------------

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class creaenmano3 : MonoBehaviour
{
   

    public GameObject retra, pico;


    // private void Update()/////original
    //  {/////////////////original

    //  if (Input.GetKeyDown(KeyCode.Alpha1))/////original



    // {////original
    // hacha.SetActive(false);///original
    //   pico.SetActive(false);/////original
    //     }////original


    private void OnTriggerEnter(Collider other)/////imbento
    {
        if (other.tag == "Player")///////imbento
        {/////////////////////////////////////imbento





            //  if (Input.GetKeyDown(KeyCode.Alpha2))//////original
            {
                retra.SetActive(true);
                pico.SetActive(false);
            }
            //   if (Input.GetKeyDown(KeyCode.Alpha3))
            //   {
            //   hacha.SetActive(false);
            //   pico.SetActive(true);
        }
    }
}
// }///////////////////imbento
----------------------------------------------------------------------------------------------------------------------

-----------------------------------------------------------------------------------------------------------------------

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class destruyemetraportag : MonoBehaviour
{
   



    //public AudioSource tickSource;


    void Start()
    {

        //tickSource = GetComponent<AudioSource> ();



    }

    void Update()
    {
    }

    void OnTriggerEnter(Collider other)
    {
        //if (other.gameObject.CompareTag ("avismo")){
        //if (other.gameObject.CompareTag ("ogri2")){
        if (other.gameObject.CompareTag("Player"))
        {
            //transform.Rotate (new Vector3 (0 * Time.deltaTime, 91, 90), Space.Self);

            //tickSource.Play ();
            Destroy(gameObject, 0.0f);


        }
    }

}

//}


-------------------------------------------------------------------------------------------------------------------

-----------------------------------------------------------------------------------------------------------------

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class DISPARAMUCHOVELOZ : MonoBehaviour
{

    public Transform player;

    //  public float range = 1f;
    //public float range = 4f;
    public float range = 0.04f;


    public float bulletImpulse = 0.1f;

    private bool onRange = false;

    public Rigidbody projectile;

    void Start()
    {
        //float rand = Random.Range(1.0f, 2.0f);/////ORIGINAL
                                              //float rand = Random.Range(0.04f, 2.0f);/////tambien funciona///////////////////////////EL QUE VENGO USANDO
                                              float rand = Random.Range(0.04f, 0.5f);/////tambien funciona METRALLADORA MAS LENTA
                                              //float rand = Random.Range(0.04f, 0.08f);/////tambien funciona////METRALLADORA





        InvokeRepeating("Shoot", 2, rand);//////ORIGINAL



    }

    void Shoot()
    {

        if (onRange)
        {

            Rigidbody bullet = (Rigidbody)Instantiate(projectile, transform.position + transform.forward, transform.rotation);
            bullet.AddForce(transform.forward * bulletImpulse, ForceMode.Impulse);

            Destroy(bullet.gameObject, 2);
        }


    }

    void Update()
    {

        onRange = Vector3.Distance(transform.position, player.position) < range;

        if (onRange)
            transform.LookAt(player);
    }


}

-----------------------------------------------------------------------------------------------------------------------

-------------------------------------------------------------------------------------------------------------------------

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class DISPARATIRITO : MonoBehaviour {

        public Transform player;

        //  public float range = 1f;
        //public float range = 4f;
        public float range = 0.04f;


        public float bulletImpulse = 0.1f;

        private bool onRange = false;

        public Rigidbody projectile;

        void Start()
        {
             float rand = Random.Range(1.0f, 2.0f);/////ORIGINAL
            //float rand = Random.Range(0.04f, 2.0f);/////tambien funciona///////////////////////////EL QUE VENGO USANDO
            //float rand = Random.Range(0.04f, 0.5f);/////tambien funciona
            //float rand = Random.Range(0.04f, 0.08f);/////tambien funciona

       



            InvokeRepeating("Shoot", 2, rand);//////ORIGINAL



        }

        void Shoot()
        {

            if (onRange)
            {

                Rigidbody bullet = (Rigidbody)Instantiate(projectile, transform.position + transform.forward, transform.rotation);
                bullet.AddForce(transform.forward * bulletImpulse, ForceMode.Impulse);

                Destroy(bullet.gameObject, 2);
            }


        }

        void Update()
        {

            onRange = Vector3.Distance(transform.position, player.position) < range;

            if (onRange)
                transform.LookAt(player);
        }


    }

---------------------------------------------------------------------------------------------------------------

--------------------------------------------------------------------------------------------------------------

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class FOGONAZOENEMIGO : MonoBehaviour {

        public Transform player;

        //  public float range = 1f;
        //public float range = 4f;
        public float range = 0.04f;


        public float bulletImpulse = 0.1f;

        private bool onRange = false;

        public Rigidbody projectile;

        void Start()
        {
            float rand = Random.Range(1.0f, 2.0f);/////ORIGINAL
            //float rand = Random.Range(0.04f, 2.0f);/////tambien funciona///////////////////////////EL QUE VENGO USANDO
            //float rand = Random.Range(0.04f, 0.5f);/////tambien funciona
            //float rand = Random.Range(0.04f, 0.08f);/////tambien funciona





            InvokeRepeating("Shoot", 2, rand);//////ORIGINAL



        }

        void Shoot()
        {

            if (onRange)
            {

                Rigidbody bullet = (Rigidbody)Instantiate(projectile, transform.position + transform.forward, transform.rotation);
                bullet.AddForce(transform.forward * bulletImpulse, ForceMode.Impulse);

                Destroy(bullet.gameObject, 2);
            }


        }

        void Update()
        {

            onRange = Vector3.Distance(transform.position, player.position) < range;

            if (onRange)
                transform.LookAt(player);
        }


    }

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