This commit is contained in:
Noah4ever
2021-11-01 11:31:34 +01:00
parent 3c7a401487
commit 1644ff12cc

View File

@@ -17,41 +17,31 @@ public class Weapon : MonoBehaviour
[SerializeField] int magazinSize = 0;
[SerializeField] int totalAmmunition = 0;
[SerializeField] ParticleSystem flash;
[SerializeField] ParticleSystem smoke;
[SerializeField] GameObject bulletExit;
[SerializeField] GameObject cam;
[SerializeField] GameObject model;
private bool allowShoot = true, isReloading = false;
private bool allowShoot = true;
public bool Active { get => active; set => active = value; }
public weaponKinds WeaponKind { get => weaponKind; set => weaponKind = value; }
//Animator anim;
private void Start()
{
//anim = GetComponent<Animator>();
currentAmmunition = magazinSize;
if (Physics.Raycast(cam.transform.position, cam.transform.forward, out RaycastHit hit)) // Not Working
{
transform.rotation = Quaternion.Euler(0f, hit.point.y, 0f);
}
}
private void FixedUpdate()
{
if (Input.GetButton("Fire") && allowShoot && currentAmmunition > 0)
{
//anim.Play("USP_Shooting");
StartCoroutine(fireRate());
fire();
StartCoroutine(fireRate());
currentAmmunition--;
}
if (Input.GetButton("Reload"))
{
if (isReloading == false && totalAmmunition > 0)
if (allowShoot && totalAmmunition > 0)
{
isReloading = true;
allowShoot = false;
int dif = magazinSize - currentAmmunition;
if(totalAmmunition >= dif) {
@@ -62,12 +52,12 @@ public class Weapon : MonoBehaviour
currentAmmunition += totalAmmunition;
totalAmmunition = 0;
}
isReloading = false;
allowShoot = true;
}
}
if (Input.GetButton("Aim")) // Not working properly, maybe Animations are not correct to use
if (Input.GetButton("Aim"))
{
//anim.Play("USP_Aim");
}
}
@@ -75,17 +65,11 @@ public class Weapon : MonoBehaviour
{
allowShoot = false;
flash.Play();
//smoke.Play();
RaycastHit hit;
if(Physics.Raycast(bulletExit.transform.position,bulletExit.transform.forward, out hit))
{
Debug.DrawLine(bulletExit.transform.position, hit.point);
/*if(hit.rigidbody != null)
{
hit.rigidbody.AddForce(hit.normal * 80);
}
Instantiate(bulletImpact, hit.point, Quaternion.LookRotation(hit.normal));*/
}
}