public AudioClip HeartBeat;
// this is an object, so that you can move it around in the editor.
public Transform target;
public GameObject collect;
//public GameObject enemy;
// units per second
public float speed = 3;
//void Start()
//{
// gameObject.renderer.enabled = false;
//}
void Update(){
//if (collect != false)
//{
// gameObject.renderer.enabled = false;
//}
if (collect != true)
{
audio.PlayOneShot(HeartBeat, 1.0f);
//gameObject.renderer.enabled = true;
//spawn = (GameObject)Instantiate(Resources.Load("DarkEnemy"));
// remember, 10 - 5 is 5, so target - position is always your direction.
Vector3 dir = target.position - transform.position;
// magnitude is the total length of a vector.
// getting the magnitude of the direction gives us the amount left to move
float dist = dir.magnitude;
// this makes the length of dir 1 so that you can multiply by it.
dir = -dir.normalized;
// the amount we can move this frame
float move = speed * Time.deltaTime;
// limit our move to what we can travel.
if (move > dist)
move = dist;
// apply the movement to the object.
transform.Translate (dir * move);
Destroy(gameObject, 6);
}
}
//public GameObject Battery;
//public GameObject Man;
//public GameObject GameObjectA;
//public GameObject GameObjectB;
// Update is called once per frame
//void Update ()
//{
// if (Battery != true)
// {
// Instantiate(Man);
// MoveObject(GameObjectA, GameObjectB);
// Destroy(Man);
// }
//}
}
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