Weapon Fix

shoot.cs paar sachen
This commit is contained in:
Noah4ever
2021-11-15 12:59:05 +01:00
parent f9527c17fd
commit 1ac8585934
2 changed files with 190 additions and 17 deletions

View File

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View File

@@ -48,8 +48,11 @@ public class Shoot : NetworkBehaviour
updateCanvas = true; updateCanvas = true;
Debug.Log(" click"); Debug.Log(" click");
CmdFireBullet(); CmdFireBullet();
if (weapon.AllowAction)
{
shootAnim.Recoil(0.1f); shootAnim.Recoil(0.1f);
} }
}
if (Input.GetButtonDown("Reload")) { if (Input.GetButtonDown("Reload")) {
updateCanvas = true; updateCanvas = true;
CmdReloadWeapon(); CmdReloadWeapon();
@@ -69,35 +72,26 @@ public class Shoot : NetworkBehaviour
// This code will be executed on the Server. // This code will be executed on the Server.
private void CmdFireBullet() { private void CmdFireBullet() {
ray = new Ray(mCamera.transform.position, mCamera.transform.forward); // Raycast from Camera ray = new Ray(mCamera.transform.position, mCamera.transform.forward); // Raycast from Camera
Debug.Log(" C Ray");
if (Physics.Raycast(ray, out crosshairHitPoint, 5000f)) { // Check if Raycast is beyond 5000 if (Physics.Raycast(ray, out crosshairHitPoint, 5000f)) { // Check if Raycast is beyond 5000
hitpos = crosshairHitPoint.point; // If hitpoint is under 5000 hitpos = crosshairHitPoint.point; // If hitpoint is under 5000
} else { } else {
hitpos = mCamera.transform.position + mCamera.transform.forward * 5000; hitpos = mCamera.transform.position + mCamera.transform.forward * 5000;
} }
Debug.Log("shootAnim.rotationMod");
_pointDirection = hitpos - muzzle.transform.position; _pointDirection = hitpos - muzzle.transform.position;
_lookRotation = Quaternion.LookRotation(_pointDirection); _lookRotation = Quaternion.LookRotation(_pointDirection);
shootAnim.rotationMod[1] = Quaternion.RotateTowards(weaponHolder.transform.rotation, _lookRotation, 1f); // Point weapon to raycast hitpoint from camera shootAnim.rotationMod[1] = Quaternion.RotateTowards(weaponHolder.transform.rotation, _lookRotation, 1f); // Point weapon to raycast hitpoint from camera
Debug.Log("Weapon.AllowAction");
if (weapon.AllowAction) { // If not reloading etc.
Debug.Log("Raycast");
if (Physics.Raycast(muzzle.transform.position, muzzle.transform.forward, out hit) && weapon.CurrentAmmunition > 0) { // Raycast from Bullet Exit Point to camera raycast
Debug.DrawLine(muzzle.transform.position, hit.point); if (weapon.AllowAction) { // If not reloading etc.
Debug.Log("BulletHole"); if (Physics.Raycast(muzzle.transform.position, muzzle.transform.forward, out hit) && weapon.CurrentAmmunition > 0) { // Raycast from Bullet Exit Point to camera raycast
bulletHole(GameObject.CreatePrimitive(PrimitiveType.Sphere), hit); // Creates bullethole where raycast hits bulletHole(GameObject.CreatePrimitive(PrimitiveType.Sphere), hit); // Creates bullethole where raycast hits
Debug.Log("hit Player?");
if (hit.transform.gameObject.GetComponent<Player>() != null) { // If hit object is a player if (hit.transform.gameObject.GetComponent<Player>() != null) { // If hit object is a player
Debug.Log("-->HIT PLAYER: " + hit.transform.name); Debug.Log("-->HIT PLAYER: " + hit.transform.name);
hit.transform.gameObject.GetComponent<Player>().RemoveHealth(weapon.Damage); hit.transform.gameObject.GetComponent<Player>().RemoveHealth(weapon.Damage);
} }
} }
Debug.Log("SubtractAmmunition");
if (limitAmmunition) { if (limitAmmunition) {
subtractAmmunition(weapon); // Subtract Ammunition subtractAmmunition(weapon); // Subtract Ammunition
} }
Debug.Log("Firerate");
StartCoroutine(fireRate()); StartCoroutine(fireRate());
} }
} }