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https://github.com/DerTyp7/defrain-shooter-unity.git
synced 2025-10-29 12:52:07 +01:00
Weapon Pointing
This commit is contained in:
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stepAmplitudeSprinting: 0.07
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@@ -59,23 +59,30 @@ public class Shoot : NetworkBehaviour
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// This code will be executed on the Server.
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private void CmdFireBullet()
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{
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Debug.Log(mCamera.transform.forward);
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Vector3 hitpos;
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RaycastHit hit;
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Ray ray = new Ray(mCamera.transform.position, mCamera.transform.forward);
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Physics.Raycast(ray, out crosshairHitPoint, 5000f);
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if (crosshairHitPoint.distance != 0 && crosshairHitPoint.distance < 2) // Turning Weapon to shooting point
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{
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_pointDirection = crosshairHitPoint.point - muzzle.transform.position;
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_lookRotation = Quaternion.LookRotation(_pointDirection);
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GunRotation.transform.rotation = Quaternion.RotateTowards(GunRotation.transform.rotation, _lookRotation, 1f);
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if(Physics.Raycast(ray, out crosshairHitPoint, 5000f)){
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hitpos = crosshairHitPoint.point;
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}
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else
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{
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hitpos = mCamera.transform.position + mCamera.transform.forward * 5000;
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}
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_pointDirection = hitpos - muzzle.transform.position;
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_lookRotation = Quaternion.LookRotation(_pointDirection);
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GunRotation.transform.rotation = Quaternion.RotateTowards(GunRotation.transform.rotation, _lookRotation, 1f);
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if (weapon.AllowAction) // shooting
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{
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shootAnimation();
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if (Physics.Raycast(muzzle.transform.position, muzzle.transform.forward, out hit) && weapon.CurrentAmmunition > 0)
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{
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Debug.DrawLine(muzzle.transform.position, hit.point);
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Debug.Log("Geshooted BITCH");
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Debug.Log("Distance: " + hit.distance);
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if (hit.transform.gameObject.GetComponent<Player>() != null)
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{
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Debug.Log("GETROFFEN------------------");
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