네비게이션, GetComponent, Animation, BloodEffect, BloodPanel, SetBool

 using UnityEngine;
using System.Collections;

[RequireComponent (typeof(AudioSource))]     //i don't need to Input Audio sources again in component.
public class MonsterCtrl : MonoBehaviour {
 
 public Transform PlayerTr;
 public Transform MonsterTr;
 public NavMeshAgent nv;
 public float TraceTime = 0.5f;
 public Animator anim;
 public int hp = 100;
 public AudioClip killSound;
 bool isdead = false;
 private int hitID;
 public GameObject BloodEffect;
 public GameObject BloodPanel;
 
 // Use this for initialization01037141701
 void Start () {
  PlayerTr = GameObject.Find ("Player").GetComponent<Transform>();
  MonsterTr = this.gameObject.GetComponent<Transform>();
  nv = GetComponent<NavMeshAgent>();
  nv.destination = PlayerTr.position;   //start to trace where player's position.
  anim = GetComponent<Animator>();
  hitID = Animator.StringToHash ("Base.gothit");   //char -> num..
  //01051464472
 }
 
 // Update is called once per frame
 void Update () {
  if(isdead) return;  //if monster is dead , exit Update()!!
  
  if(anim.IsInTransition (0) && anim.GetNextAnimatorStateInfo(0).nameHash == hitID)
  {
   nv.Resume();
   anim.SetBool("IsHit",false);
  }
  
  if(Vector3.Distance(MonsterTr.position,PlayerTr.position) < 2.0f)
  {
   nv.Stop();//stop trace~!!!!
   anim.SetBool("IsAttack",true);
   anim.SetBool("IsTrace",false);
  }else
  {
   if(Time.time > TraceTime)
   {
    nv.destination = PlayerTr.position;
    TraceTime = Time.time + 0.5f;
   }
   
   nv.Resume();   //restart to trace~!!!!
   anim.SetBool("IsAttack",false); 
   anim.SetBool("IsTrace",true);
   
  }
 }
 
 
 
 //catch conflict
 void OnCollisionEnter(Collision col)  //col is bullet
 {
  if(col.gameObject.tag == "Bullet" &&  !isdead)
  {
   nv.Stop();
   anim.SetBool("IsHit",true);
   
   StartCoroutine(this.CreateBlood(MonsterTr.position));   //make Blood effet
   StartCoroutine(this.CreateBloodPanel(MonsterTr.position));  //make Blood Panel
   
   hp -= col.gameObject.GetComponent<Bullet>().damage;    //how to use other's class variable.
   Destroy(col.gameObject);
   if(hp <= 0)
   {
          audio.PlayOneShot(killSound,1.0f);   //(sound name, volume)
           nv.Stop();
           anim.SetBool("IsDead",true);
    isdead = true;
    this.gameObject.GetComponent<CapsuleCollider>().enabled = false;
    
    Destroy(gameObject,3.0f);
   }
  }
  
 }//end of OnCollisionEnter
 
 
  IEnumerator CreateBlood(Vector3 pos)
  {
    GameObject newBlood = (GameObject)Instantiate(BloodEffect,pos,Quaternion.identity);
    Destroy(newBlood,0.3f);
  
    yield return null;
  }
 
 
  IEnumerator CreateBloodPanel(Vector3 pos)   // position value
  {
    Quaternion rotate = Quaternion.Euler(0,Random.Range(0,360),0); //valuable Blood effects   
    GameObject newBloodPanel = (GameObject)Instantiate(BloodPanel,pos,rotate);
    Destroy(newBloodPanel,3.0f);
  
    yield return null;
   
  }
  
  public void YouWin()
  {
   nv.Stop();
   isdead = true;
   anim.SetBool("IsGameOver",true);
  }

}

 

 

Button_1

 void OnGUI()
 {
    
      Rect rect2 = new Rect(Screen.width/2-50,Screen.height/2,100,25);
      if(GUI.Button(rect2,"처음으로"))
  {
       Application.LoadLevel("Title");
  }
  
      Rect rect3 = new Rect(Screen.width/2-50,Screen.height/2+30,100,25);
      if(GUI.Button(rect3,"게임종료"))
  {
        Application.Quit();
        Debug.Log("Quit");
  }
 }

 

Button_2

 public Texture2D nomalTexture;
 public Texture2D rollOverTexture;
 public AudioClip beep;
 public bool quitButton = false;

 void OnMouseExit()
 {
  guiTexture.texture = nomalTexture;
 }
 
 IEnumerator OnMouseUp()
 {
  audio.PlayOneShot(beep);
  yield return new WaitForSeconds(0.35f);
  if(quitButton)
  {
   Application.Quit();
   Debug.Log("quit");
  }else
  {
   Application.LoadLevel("Title");
  }
 }

 

 

 

 

 

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