#Animation

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sinful crystal
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code :

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using UnityEngine;
using System.Collections;
using UnityEngine.AI;

public class zombieScript : MonoBehaviour {

  private Transform goal;
  private NavMeshAgent agent;


  void Start () {
      GetComponent<Animation>().Play ("Z_Walk");


    goal = Camera.main.transform;
    agent = GetComponent<NavMeshAgent>();

    agent.destination = goal.position;

  }





  void OnTriggerEnter (Collider col)
  {
Debug.Log(col);
    GetComponent<CapsuleCollider>().enabled = false;

    Destroy(col.gameObject);

    agent.destination = gameObject.transform.position;

    GetComponent<Animation>().Stop ();
    GetComponent<Animation>().Play ("Z_FallingBack");

    Destroy (gameObject, 6);

    GameObject zombie = Instantiate(Resources.Load("zombie", typeof(GameObject))) as GameObject;


    float randomX = UnityEngine.Random.Range (-12f,12f);
    float constantY = .01f;
    float randomZ = UnityEngine.Random.Range (-13f,13f);

    zombie.transform.position = new Vector3 (randomX, constantY, randomZ);



    while (Vector3.Distance (zombie.transform.position, Camera.main.transform.position) <= 3) {
      
      randomX = UnityEngine.Random.Range (-12f,12f);
      randomZ = UnityEngine.Random.Range (-13f,13f);

      zombie.transform.position = new Vector3 (randomX, constantY, randomZ);
    }

  }

}