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	Weapon
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		| @@ -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));*/ | ||||
|         } | ||||
|          | ||||
|     } | ||||
|   | ||||
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