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GUI controlled movement

I'm missing a method to link up character control with animations which are triggered through my GUI.

I found a helpful script which triggers animation through GUI buttons here:

http://answers.unity3d.com/questions/18382/i-need-help-assigning-animation-clips-to-gui-buttons

var model : GameObject;

function OnGUI () {

//background box GUI.Box (Rect (10,130,100,90), "Controls");

//Make first button if (GUI.Button (Rect(20,160,80,20), "Arm")){ model.animation.Play("raise arms", PlayMode.StopAll); }

//Make second button if (GUI.Button (Rect(20,190,80,20), "Neck")){ model.animation.Play("raise neck", PlayMode.StopAll); } }

I'm attempting to get this to work with something similar to the "SampleMoveScript.js"

var speed = 3.0; var rotatationSpeed = 200.0; private var curSpeed = 0.0;

function Update () { if (!animation.IsPlaying ("startUp") && !animation.IsPlaying ("armDrillAnimation04")) {

 // Rotate around y-axis
 var newRotation = Input.GetAxis("Horizontal") * rotatationSpeed;
 transform.Rotate(0, newRotation * Time.deltaTime, 0);

 // Calculate speed
 var newSpeed = Input.GetAxis("Vertical") * speed;
 if (Input.GetKey("left shift"))
     newSpeed *= 1.5;

 // Move the controller
 var controller : CharacterController = GetComponent (CharacterController);
 var forward = transform.TransformDirection(Vector3.forward);
 controller.SimpleMove(forward * newSpeed);

 // Update the speed in the Animation script
 SendMessage("SetCurrentSpeed", newSpeed, SendMessageOptions.DontRequireReceiver);
 SendMessage("SetCurrentLean", Input.GetAxis("Horizontal"), SendMessageOptions.DontRequireReceiver);
     }

}

@script RequireComponent (CharacterController)

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asked Jan 24, 2011 at 10:02 PM

LANDO gravatar image

LANDO
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asked: Jan 24, 2011 at 10:02 PM

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Last Updated: Jan 24, 2011 at 10:02 PM