mirror of
https://github.com/DerTyp7/defrain-shooter-unity.git
synced 2025-10-29 20:52:10 +01:00
Weapon Pointing
started making weapon point at crosshair when shooting
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@@ -1,22 +0,0 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using Mirror;
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public class Reload : NetworkBehaviour
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{
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// Update is called once per frame
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void Update()
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{
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if (isLocalPlayer)
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{
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if (Input.GetButton("Reload"))
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{
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}
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}
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}
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}
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@@ -1,11 +0,0 @@
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fileFormatVersion: 2
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guid: 9d6f405c993960a419018706eaaee8c8
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -10,9 +10,13 @@ public class Shoot : NetworkBehaviour
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private Weapon weapon;
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Ammunition ammunition;
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private RaycastHit crosshairHitPoint;
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private Camera mCamera;
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private Vector3 _pointDirection;
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private Quaternion _lookRotation;
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private void Start()
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{
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mCamera = Camera.main;
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weapon = weaponHolder.GetComponent<Weapon>();
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}
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@@ -20,6 +24,7 @@ public class Shoot : NetworkBehaviour
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{
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if (isLocalPlayer)
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{
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if (Input.GetButton("Fire"))
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{
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CmdFireBullet();
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@@ -41,13 +46,23 @@ public class Shoot : NetworkBehaviour
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}
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}
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[Command]
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[Command]
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// This code will be executed on the Server.
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private void CmdFireBullet()
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{
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Physics.Raycast(mCamera.transform.position, mCamera.transform.forward, out crosshairHitPoint);
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Debug.DrawLine(mCamera.transform.position, crosshairHitPoint.point);
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_pointDirection = crosshairHitPoint.point - muzzle.transform.position;
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_lookRotation = Quaternion.LookRotation(_pointDirection);
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weapon.transform.rotation = Quaternion.RotateTowards(weapon.transform.rotation, _lookRotation, 1f);
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if (Physics.Raycast(muzzle.transform.position, muzzle.transform.forward, out RaycastHit hit) && weapon.CurrentAmmunition > 0)
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{
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Debug.DrawLine(muzzle.transform.position, hit.point);
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}
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if (weapon.AllowAction)
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{
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if (Physics.Raycast(muzzle.transform.position, muzzle.transform.forward, out RaycastHit hit) && weapon.CurrentAmmunition > 0)
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if (Physics.Raycast(muzzle.transform.position, muzzle.transform.forward, out hit) && weapon.CurrentAmmunition > 0)
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{
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Debug.DrawLine(muzzle.transform.position, hit.point);
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Debug.Log("Geshooted BITCH");
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@@ -65,7 +80,7 @@ public class Shoot : NetworkBehaviour
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}
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}
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IEnumerator fireRate()
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{
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weapon.AllowAction = false;
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