Weapon Pointing

started making weapon point at crosshair when shooting
This commit is contained in:
Noah4ever
2021-11-06 15:09:47 +01:00
parent e62ccb452b
commit 2667b45c78
5 changed files with 233 additions and 65 deletions

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neckStartAngle: 0
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@@ -1,22 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Mirror;
public class Reload : NetworkBehaviour
{
// Update is called once per frame
void Update()
{
if (isLocalPlayer)
{
if (Input.GetButton("Reload"))
{
}
}
}
}

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View File

@@ -10,9 +10,13 @@ public class Shoot : NetworkBehaviour
private Weapon weapon;
Ammunition ammunition;
private RaycastHit crosshairHitPoint;
private Camera mCamera;
private Vector3 _pointDirection;
private Quaternion _lookRotation;
private void Start()
{
mCamera = Camera.main;
weapon = weaponHolder.GetComponent<Weapon>();
}
@@ -20,6 +24,7 @@ public class Shoot : NetworkBehaviour
{
if (isLocalPlayer)
{
if (Input.GetButton("Fire"))
{
CmdFireBullet();
@@ -41,13 +46,23 @@ public class Shoot : NetworkBehaviour
}
}
[Command]
[Command]
// This code will be executed on the Server.
private void CmdFireBullet()
{
Physics.Raycast(mCamera.transform.position, mCamera.transform.forward, out crosshairHitPoint);
Debug.DrawLine(mCamera.transform.position, crosshairHitPoint.point);
_pointDirection = crosshairHitPoint.point - muzzle.transform.position;
_lookRotation = Quaternion.LookRotation(_pointDirection);
weapon.transform.rotation = Quaternion.RotateTowards(weapon.transform.rotation, _lookRotation, 1f);
if (Physics.Raycast(muzzle.transform.position, muzzle.transform.forward, out RaycastHit hit) && weapon.CurrentAmmunition > 0)
{
Debug.DrawLine(muzzle.transform.position, hit.point);
}
if (weapon.AllowAction)
{
if (Physics.Raycast(muzzle.transform.position, muzzle.transform.forward, out RaycastHit hit) && weapon.CurrentAmmunition > 0)
if (Physics.Raycast(muzzle.transform.position, muzzle.transform.forward, out hit) && weapon.CurrentAmmunition > 0)
{
Debug.DrawLine(muzzle.transform.position, hit.point);
Debug.Log("Geshooted BITCH");
@@ -65,7 +80,7 @@ public class Shoot : NetworkBehaviour
}
}
IEnumerator fireRate()
{
weapon.AllowAction = false;

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@@ -18,7 +18,7 @@
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@@ -69,7 +69,7 @@
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