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https://github.com/DerTyp7/defrain-shooter-unity.git
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Update Shoot.cs
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@@ -71,31 +71,33 @@ public class Shoot : NetworkBehaviour
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ray = new Ray(mCamera.transform.position, mCamera.transform.forward); // Raycast from Camera
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Debug.Log(" C Ray");
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if (Physics.Raycast(ray, out crosshairHitPoint, 5000f)) { // Check if Raycast is beyond 5000
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Debug.Log(" floor");
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hitpos = crosshairHitPoint.point; // If hitpoint is under 5000
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} else {
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hitpos = mCamera.transform.position + mCamera.transform.forward * 5000;
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}
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Debug.Log("shootAnim.rotationMod");
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_pointDirection = hitpos - muzzle.transform.position;
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_lookRotation = Quaternion.LookRotation(_pointDirection);
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shootAnim.rotationMod[1] = Quaternion.RotateTowards(weaponHolder.transform.rotation, _lookRotation, 1f); // Point weapon to raycast hitpoint from camera
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Debug.Log("Weapon.AllowAction");
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if (weapon.AllowAction) { // If not reloading etc.
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Debug.Log("Raycast");
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if (Physics.Raycast(muzzle.transform.position, muzzle.transform.forward, out hit) && weapon.CurrentAmmunition > 0) { // Raycast from Bullet Exit Point to camera raycast
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Debug.DrawLine(muzzle.transform.position, hit.point);
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Debug.Log("BulletHole");
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bulletHole(GameObject.CreatePrimitive(PrimitiveType.Sphere), hit); // Creates bullethole where raycast hits
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Debug.Log("hit Player?");
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if (hit.transform.gameObject.GetComponent<Player>() != null) { // If hit object is a player
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Debug.Log("-->HIT PLAYER: " + hit.transform.name);
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hit.transform.gameObject.GetComponent<Player>().RemoveHealth(weapon.Damage);
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}
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}
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Debug.Log("SubtractAmmunition");
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if (limitAmmunition) {
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subtractAmmunition(weapon); // Subtract Ammunition
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}
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Debug.Log("Firerate");
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StartCoroutine(fireRate());
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}
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}
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