var gotHitTimer=0;
var regentimer=0;
var hurtsound : AudioClip;
var waittime=5;
var healthlastframe :float = 100;
var walkSpeed = 6.0;
var respawnpoint : GameObject;
var runSpeed = 11.0;
var dietimes = 0;
var limitDiagonalSpeed = true;
var shadap : AudioClip;
var toggleRun = false;
var health :float =100;
var jumpSpeed = 8.0;
var gravity = 20.0;
var fallingDamageThreshold = 10.0;
var slideWhenOverSlopeLimit = false;
var slideOnTaggedObjects = false;
var slideSpeed = 12.0;
var airControl = false;
var antiBumpFactor = .75;
var antiBunnyHopFactor = 1;
private var moveDirection = Vector3.zero;
private var grounded = false;
private var controller : CharacterController;
private var myTransform : Transform;
private var speed : float;
private var hit : RaycastHit;
private var fallStartLevel : float;
private var falling = false;
private var slideLimit : float;
private var rayDistance : float;
private var contactPoint : Vector3;
private var playerControl = false;
private var jumpTimer : int;
function Start () {
controller = GetComponent(CharacterController);
myTransform = transform;
speed = walkSpeed;
rayDistance = controller.height * .5 + controller.radius;
slideLimit = controller.slopeLimit - .1;
jumpTimer = antiBunnyHopFactor;
oldPos = transform.position;
}
function FixedUpdate() {
var inputX = Input.GetAxis("Horizontal");
var inputY = Input.GetAxis("Vertical");
var inputModifyFactor = (inputX != 0.0 && inputY != 0.0 && limitDiagonalSpeed)? .7071 : 1.0;
if (grounded) {
var sliding = false;
if (Physics.Raycast(myTransform.position, -Vector3.up, hit, rayDistance)) {
if (Vector3.Angle(hit.normal, Vector3.up) > slideLimit)
sliding = true;
}
else {
Physics.Raycast(contactPoint + Vector3.up, -Vector3.up, hit);
if (Vector3.Angle(hit.normal, Vector3.up) > slideLimit)
sliding = true;
}
if (falling) {
falling = false;
if (myTransform.position.y < fallStartLevel - fallingDamageThreshold)
FallingDamageAlert (fallStartLevel - myTransform.position.y);
}
if (!toggleRun)
speed = Input.GetButton("Run")? runSpeed : walkSpeed;
if ( (sliding && slideWhenOverSlopeLimit) || (slideOnTaggedObjects && hit.collider.tag == "Slide") ) {
var hitNormal = hit.normal;
moveDirection = Vector3(hitNormal.x, -hitNormal.y, hitNormal.z);
Vector3.OrthoNormalize (hitNormal, moveDirection);
moveDirection *= slideSpeed;
playerControl = false;
}
else {
moveDirection = Vector3(inputX * inputModifyFactor, -antiBumpFactor, inputY * inputModifyFactor);
moveDirection = myTransform.TransformDirection(moveDirection) * speed;
playerControl = true;
}
if (!Input.GetButton("Jump"))
jumpTimer++;
else if (jumpTimer >= antiBunnyHopFactor) {
moveDirection.y = jumpSpeed;
jumpTimer = 0;
}
}
else {
if (!falling) {
falling = true;
fallStartLevel = myTransform.position.y;
}
if (airControl && playerControl) {
moveDirection.x = inputX * speed * inputModifyFactor;
moveDirection.z = inputY * speed * inputModifyFactor;
moveDirection = myTransform.TransformDirection(moveDirection);
}
}
moveDirection.y -= gravity * Time.deltaTime;
grounded = (controller.Move(moveDirection * Time.deltaTime) & CollisionFlags.Below) != 0;
}
function Update () {
if (toggleRun && grounded && Input.GetButtonDown("Run")){
speed = (speed == walkSpeed? runSpeed : walkSpeed);
}
if (health<1){
audio.PlayOneShot(shadap);
transform.position = respawnpoint.transform.position;
health=100;
}
if(health<100){
regen();
}
if(health>100){
health=100;
}
Camera.main.GetComponent("ColorCorrectionEffect").rampOffsetR = (100-health)/150;
if(health!=healthlastframe){
regenwait();
}
}
function OnControllerColliderHit (hit : ControllerColliderHit) {
contactPoint = hit.point;
}
function FallingDamageAlert (fallDistance : float) {
Debug.Log ("Ouch! Fell " + fallDistance + " units!");
if(fallDistance>20)
health=health-fallDistance/1.5;
}
function OnGUI () {
GUI.Label (Rect (30, 80, 100, 30), health.ToString());
}
function Awake(){
transform.position = respawnpoint.transform.position;
}
function regen(){
while(regentimer==1)
health+=0.5;
if(health>100){
health=100;
}
}
function regenwait(){
regentimer=0;
playhurtsound();
addblur();
yield WaitForSeconds(5);
regentimer=1;
healthlastframe = health;
}
function addblur(){
camera.main.GetComponent("BlurEffect").enabled=true;
yield WaitForSeconds(1);
camera.main.GetComponent("BlurEffect").enabled=false;
}
function playhurtsound(){
if (Time.time > gotHitTimer) {
audio.PlayOneShot(hurtsound);
}
gotHitTimer = Time.time + hurtsound.length;
}
@script RequireComponent(CharacterController)
first of all sorry for the huge script here. Okay i take damage and wait five seconds to regen and then the whole thing crashes. What could have gone wrong?