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	Update Shoot.cs
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		| @@ -71,31 +71,33 @@ public class Shoot : NetworkBehaviour | ||||
|         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 | ||||
|             Debug.Log(" floor"); | ||||
|             hitpos = crosshairHitPoint.point; // If hitpoint is under 5000 | ||||
|         } else { | ||||
|             hitpos = mCamera.transform.position + mCamera.transform.forward * 5000;  | ||||
|         } | ||||
|          | ||||
|         Debug.Log("shootAnim.rotationMod"); | ||||
|         _pointDirection = hitpos - muzzle.transform.position; | ||||
|         _lookRotation = Quaternion.LookRotation(_pointDirection); | ||||
|         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); | ||||
|  | ||||
|                 Debug.Log("BulletHole"); | ||||
|                 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 | ||||
|                     Debug.Log("-->HIT PLAYER: " + hit.transform.name); | ||||
|                     hit.transform.gameObject.GetComponent<Player>().RemoveHealth(weapon.Damage);  | ||||
|                 } | ||||
|             } | ||||
|             Debug.Log("SubtractAmmunition"); | ||||
|             if (limitAmmunition) { | ||||
|                 subtractAmmunition(weapon); // Subtract Ammunition  | ||||
|             } | ||||
|             Debug.Log("Firerate"); | ||||
|             StartCoroutine(fireRate()); | ||||
|         } | ||||
|     } | ||||
|   | ||||
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