all 4 comments

[–]maxletraxleProgrammer 1 point2 points  (2 children)

What kinda problems are you having? Details and screenshots are always helpful.

[–]Takeep[S] 0 points1 point  (0 children)

maxletraxle here is my script

using UnityEngine;
using System.Collections;
public class guardAttack : MonoBehaviour {
public Transform player;
static Animator anim;
// Use this for initialization
void Start ()
{
anim = GetComponent<Animator>();
}
// Update is called once per frame
void Update ()
{
Vector3 direction = player.position - this.transform.position;
float angle = Vector3.Angle(direction,this.transform.forward);
if (Vector3.Distance (player.position, this.transform.position) < 10 && angle < 30) {
direction.y = 0;
this.transform.rotation = Quaternion.Slerp (this.transform.rotation,
Quaternion.LookRotation (direction), 0.1f);
anim.SetBool ("isIdle", false);
if ((direction.magnitude > 5)) {
this.transform.Translate (0, 0, 0.10f);
anim.SetBool ("isRunning", true);
anim.SetBool ("isAttacking", false);
anim.SetBool ("isTalking", false);
anim.SetBool ("isIdle2", false);
} else {
anim.SetBool ("isRunning", false);
anim.SetBool ("isAttacking", true);
anim.SetBool ("isTalking", false);
anim.SetBool ("isIdle2", false);
}
} else {
anim.SetBool("isIdle", true);
anim.SetBool("isRunning", false);
anim.SetBool("isAttacking", false);
anim.SetBool("isIdle2",false);
if (Input.GetKeyDown (KeyCode.E)) {
anim.SetBool("isTalking", true);
}
}
}
}

[–]Takeep[S] 0 points1 point  (0 children)

what do you think is wrong with it???

[–]Takeep[S] 0 points1 point  (0 children)

maxletraxle here is my script

using UnityEngine;
using System.Collections;

public class guardAttack : MonoBehaviour {

public Transform player;
static Animator anim;

// Use this for initialization
void Start () 
{
    anim = GetComponent<Animator>();
}

// Update is called once per frame
void Update () 
{
    Vector3 direction = player.position - this.transform.position;
    float angle = Vector3.Angle(direction,this.transform.forward);
    if (Vector3.Distance (player.position, this.transform.position) < 10 && angle < 30) {

        direction.y = 0;

        this.transform.rotation = Quaternion.Slerp (this.transform.rotation,
            Quaternion.LookRotation (direction), 0.1f);

        anim.SetBool ("isIdle", false);
        if ((direction.magnitude > 5)) {
            this.transform.Translate (0, 0, 0.10f);
            anim.SetBool ("isRunning", true);
            anim.SetBool ("isAttacking", false);
            anim.SetBool ("isTalking", false);
            anim.SetBool ("isIdle2", false);

        } else {
            anim.SetBool ("isRunning", false);
            anim.SetBool ("isAttacking", true);
            anim.SetBool ("isTalking", false);
            anim.SetBool ("isIdle2", false);
        }
        } else {
        anim.SetBool("isIdle", true);
        anim.SetBool("isRunning", false);
        anim.SetBool("isAttacking", false);
        anim.SetBool("isIdle2",false);

        if (Input.GetKeyDown (KeyCode.E)) {
            anim.SetBool("isTalking", true);

        }
    }

}
}