mirror of
https://github.com/DerTyp7/defrain-shooter-unity.git
synced 2025-10-29 12:52:07 +01:00
Weapon Pointing
+ weapon points to raycast from camera
This commit is contained in:
165
Assets/Objects/Weapons/WeaponHolder.prefab
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165
Assets/Objects/Weapons/WeaponHolder.prefab
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public class Shoot : NetworkBehaviour
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{
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[SerializeField] GameObject muzzle;
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[SerializeField] ShootAnimation shootAnim;
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[SerializeField] GameObject gunHoldPos;
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[SerializeField] GameObject weaponHolder;
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private Weapon weapon;
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Ammunition ammunition;
|
||||
private Weapon weapon;
|
||||
private RaycastHit crosshairHitPoint;
|
||||
private Camera mCamera;
|
||||
private Vector3 _pointDirection;
|
||||
private Quaternion _lookRotation;
|
||||
private void Start()
|
||||
{
|
||||
mCamera = Camera.main;
|
||||
weapon = weaponHolder.GetComponent<Weapon>();
|
||||
|
||||
if (isLocalPlayer)
|
||||
{
|
||||
mCamera = Camera.main;
|
||||
weapon = weaponHolder.GetComponent<Weapon>();
|
||||
shootAnim.OnSwitchWeapon(weapon.Firerate);
|
||||
}
|
||||
}
|
||||
|
||||
private void Update()
|
||||
@@ -50,17 +59,18 @@ public class Shoot : NetworkBehaviour
|
||||
// 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)
|
||||
RaycastHit hit;
|
||||
Ray ray = new Ray(mCamera.transform.position, mCamera.transform.forward);
|
||||
Physics.Raycast(ray, out crosshairHitPoint, 5000f);
|
||||
|
||||
if (crosshairHitPoint.distance != 0 && crosshairHitPoint.distance < 2) // Turning Weapon to shooting point
|
||||
{
|
||||
Debug.DrawLine(muzzle.transform.position, hit.point);
|
||||
_pointDirection = crosshairHitPoint.point - muzzle.transform.position;
|
||||
_lookRotation = Quaternion.LookRotation(_pointDirection);
|
||||
GunRotation.transform.rotation = Quaternion.RotateTowards(GunRotation.transform.rotation, _lookRotation, 1f);
|
||||
}
|
||||
|
||||
if (weapon.AllowAction)
|
||||
if (weapon.AllowAction) // shooting
|
||||
{
|
||||
if (Physics.Raycast(muzzle.transform.position, muzzle.transform.forward, out hit) && weapon.CurrentAmmunition > 0)
|
||||
{
|
||||
@@ -80,11 +90,15 @@ public class Shoot : NetworkBehaviour
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
[Client]
|
||||
void shootAnimation()
|
||||
{
|
||||
shootAnim.recoil(gunHoldPos, 0.1f);
|
||||
}
|
||||
IEnumerator fireRate()
|
||||
{
|
||||
weapon.AllowAction = false;
|
||||
yield return new WaitForSeconds(weapon.Firerate);
|
||||
yield return new WaitForSeconds(60f/weapon.Firerate);
|
||||
weapon.AllowAction = true;
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user