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chapter 7 project
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jhocking committed Sep 21, 2017
1 parent 65618df commit ca01930
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9 changes: 9 additions & 0 deletions ch07/Assets/Graphics.meta

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9 changes: 9 additions & 0 deletions ch07/Assets/Scripts.meta

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45 changes: 45 additions & 0 deletions ch07/Assets/Scripts/FPSInput.cs
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using UnityEngine;
using System.Collections;

// basic WASD-style movement control
// commented out line demonstrates that transform.Translate instead of charController.Move doesn't have collision detection

[RequireComponent(typeof(CharacterController))]
[AddComponentMenu("Control Script/FPS Input")]
public class FPSInput : MonoBehaviour {
public const float baseSpeed = 6.0f;

public float speed = 6.0f;
public float gravity = -9.8f;

private CharacterController _charController;

void Awake() {
Messenger<float>.AddListener(GameEvent.SPEED_CHANGED, OnSpeedChanged);
}
void OnDestroy() {
Messenger<float>.RemoveListener(GameEvent.SPEED_CHANGED, OnSpeedChanged);
}

void Start() {
_charController = GetComponent<CharacterController>();
}

void Update() {
//transform.Translate(Input.GetAxis("Horizontal") * speed * Time.deltaTime, 0, Input.GetAxis("Vertical") * speed * Time.deltaTime);
float deltaX = Input.GetAxis("Horizontal") * speed;
float deltaZ = Input.GetAxis("Vertical") * speed;
Vector3 movement = new Vector3(deltaX, 0, deltaZ);
movement = Vector3.ClampMagnitude(movement, speed);

movement.y = gravity;

movement *= Time.deltaTime;
movement = transform.TransformDirection(movement);
_charController.Move(movement);
}

private void OnSpeedChanged(float value) {
speed = baseSpeed * value;
}
}
10 changes: 10 additions & 0 deletions ch07/Assets/Scripts/FPSInput.cs.meta

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19 changes: 19 additions & 0 deletions ch07/Assets/Scripts/Fireball.cs
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using UnityEngine;
using System.Collections;

public class Fireball : MonoBehaviour {
public float speed = 10.0f;
public int damage = 1;

void Update() {
transform.Translate(0, 0, speed * Time.deltaTime);
}

void OnTriggerEnter(Collider other) {
PlayerCharacter player = other.GetComponent<PlayerCharacter>();
if (player != null) {
player.Hurt(damage);
}
Destroy(this.gameObject);
}
}
12 changes: 12 additions & 0 deletions ch07/Assets/Scripts/Fireball.cs.meta

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4 changes: 4 additions & 0 deletions ch07/Assets/Scripts/GameEvent.cs
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public static class GameEvent {
public const string ENEMY_HIT = "ENEMY_HIT";
public const string SPEED_CHANGED = "SPEED_CHANGED";
}
12 changes: 12 additions & 0 deletions ch07/Assets/Scripts/GameEvent.cs.meta

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