Weapon start

Started working on weapons.

+ added USP weapon
    - added materials
+ added Weapon.cs script
    - Implemented shooting
+ added WeaponSwitch.cs script
+ added WeaponHolder
+ added particles (muzzleflash, muzzlesmoke)
+ added additional camera for weapon clipping
This commit is contained in:
Noah4ever
2021-10-17 03:48:47 +02:00
parent c1af73f04c
commit 20830538db
19 changed files with 10781 additions and 18 deletions

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Weapon : MonoBehaviour
{
[SerializeField] bool active = false;
[SerializeField] float damage = 0;
[SerializeField] int firerate = 0;
[SerializeField] float recoilStrength = 0;
[SerializeField] int currentAmmunition = 0;
[SerializeField] int totalAmmunition = 0;
[SerializeField] ParticleSystem flash;
[SerializeField] ParticleSystem smoke;
[SerializeField] GameObject bulletExit;
[SerializeField] GameObject camera;
public bool Active { get => active; set => active = value; }
private void Start()
{
if (Physics.Raycast(camera.transform.position, camera.transform.forward, out RaycastHit hit))
{
transform.rotation = Quaternion.Euler(0f, hit.point.y, 0f);
}
}
private void FixedUpdate()
{
if (Input.GetButton("Fire1"))
{
fire();
}
}
private void fire()
{
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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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class WeaponSwitch : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}

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