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Player.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Player : MonoBehaviour {
[Header("Move function")]
[SerializeField]
Rigidbody body;
[SerializeField]
[Range(1.0f, 20.0f)]
float speed = 10f;
[Header("Fire function")]
[SerializeField]
GameObject laserBullet;
[SerializeField]
Transform laserCanon;
[SerializeField]
[Range(0.0f, 2.0f)]
float coolDown = 1f;
float buffer = 0f;
// Use this for initialization
void Awake () {
if (!body) body = GetComponent<Rigidbody>();
}
void Start () {
buffer = coolDown;
}
Vector3 move;
// Update is called once per frame
void Update () {
if (Input.GetAxis("Horizontal") != 0f || Input.GetAxis("Vertical") != 0f)
{
move = new Vector3(Input.GetAxis("Horizontal") * speed, 0f, Input.GetAxis("Vertical") * speed);
}
else
{
move = Vector3.zero;
}
if (buffer >= coolDown) {
if (Input.GetButtonDown("Fire1")) {
Instantiate(laserBullet, laserCanon.position, laserCanon.rotation);
buffer = 0f;
}
}
else {
buffer += Time.deltaTime;
}
}
private void FixedUpdate()
{
body.velocity = move;
}
private void OnCollisionEnter(Collision collision) {
if(collision.transform.tag == "Enemy") {
Destroy(collision.gameObject);
Destroy(gameObject);
Debug.Log("Game Over !");
}
}
}