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	Weapon Pickup start
+ started weapon pickup
This commit is contained in:
		| @@ -20,6 +20,22 @@ public class Weapon : MonoBehaviour | ||||
|     private bool allowShoot = true, isShooting = false; | ||||
|     Animator anim; | ||||
|  | ||||
|  | ||||
|  | ||||
|     /* | ||||
|      *  | ||||
|      * + Weapon Pickup | ||||
|      * + Weapon Manage | ||||
|      * + Weapon Inventory | ||||
|      * + Weapon Drop | ||||
|      *  | ||||
|      *  | ||||
|      */ | ||||
|  | ||||
|  | ||||
|  | ||||
|  | ||||
|  | ||||
|     private void Start() | ||||
|     { | ||||
|         anim = GetComponent<Animator>(); | ||||
| @@ -47,6 +63,21 @@ public class Weapon : MonoBehaviour | ||||
|         { | ||||
|             currentAmmunition = totalAmmunition; | ||||
|         } | ||||
|         if (Input.GetButton("Aim")) // Not working properly, maybe Animations are not correct to use | ||||
|         { | ||||
|             anim.Play("USP_Aim"); | ||||
|         } | ||||
|         if (Input.GetButton("Interact")) | ||||
|         { | ||||
|             if(Physics.Raycast(camera.transform.position, camera.transform.forward, out RaycastHit hit)) | ||||
|             { | ||||
|                 Debug.DrawLine(camera.transform.position, hit.point); | ||||
|                 if (hit.collider.transform.name == transform.name) | ||||
|                 { | ||||
|                     Debug.Log("Hit me!"); | ||||
|                 } | ||||
|             } | ||||
|         } | ||||
|          | ||||
|     } | ||||
|     private void fire() | ||||
|   | ||||
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