Weapon Pointing

This commit is contained in:
Noah4ever
2021-11-09 11:11:32 +01:00
parent a98545f078
commit 93faf526d5
5 changed files with 172 additions and 48 deletions

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@@ -59,23 +59,30 @@ public class Shoot : NetworkBehaviour
// This code will be executed on the Server.
private void CmdFireBullet()
{
Debug.Log(mCamera.transform.forward);
Vector3 hitpos;
RaycastHit hit;
Ray ray = new Ray(mCamera.transform.position, mCamera.transform.forward);
Physics.Raycast(ray, out crosshairHitPoint, 5000f);
if(Physics.Raycast(ray, out crosshairHitPoint, 5000f)){
if (crosshairHitPoint.distance != 0 && crosshairHitPoint.distance < 2) // Turning Weapon to shooting point
{
_pointDirection = crosshairHitPoint.point - muzzle.transform.position;
_lookRotation = Quaternion.LookRotation(_pointDirection);
GunRotation.transform.rotation = Quaternion.RotateTowards(GunRotation.transform.rotation, _lookRotation, 1f);
hitpos = crosshairHitPoint.point;
}
else
{
hitpos = mCamera.transform.position + mCamera.transform.forward * 5000;
}
_pointDirection = hitpos - muzzle.transform.position;
_lookRotation = Quaternion.LookRotation(_pointDirection);
GunRotation.transform.rotation = Quaternion.RotateTowards(GunRotation.transform.rotation, _lookRotation, 1f);
if (weapon.AllowAction) // shooting
{
shootAnimation();
if (Physics.Raycast(muzzle.transform.position, muzzle.transform.forward, out hit) && weapon.CurrentAmmunition > 0)
{
Debug.DrawLine(muzzle.transform.position, hit.point);
Debug.Log("Geshooted BITCH");
Debug.Log("Distance: " + hit.distance);
if (hit.transform.gameObject.GetComponent<Player>() != null)
{
Debug.Log("GETROFFEN------------------");

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