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	I Think i Fixed Everyting
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		| @@ -6,7 +6,7 @@ using Mirror; | ||||
| public class Shoot : NetworkBehaviour | ||||
| { | ||||
|     [SerializeField] GameObject muzzle; | ||||
|     [SerializeField] ShootAnimation shootAnim; | ||||
|     [SerializeField] ProcedualAnimationController shootAnim; | ||||
|     [SerializeField] float fireRate; | ||||
|     [SerializeField] GameObject gunHoldPos; | ||||
|  | ||||
| @@ -40,6 +40,9 @@ public class Shoot : NetworkBehaviour | ||||
|  | ||||
|         if (Physics.Raycast(muzzle.transform.position, muzzle.transform.forward, out hit)) | ||||
|         { | ||||
|             GameObject g = GameObject.CreatePrimitive(PrimitiveType.Sphere); | ||||
|             g.transform.position = hit.point; | ||||
|             g.transform.localScale = new Vector3(0.1f, 0.1f, 0.1f); | ||||
|             if (hit.transform.gameObject.GetComponent<Player>() != null) | ||||
|             { | ||||
|                 dedplayer = hit.transform.gameObject; | ||||
| @@ -53,6 +56,6 @@ public class Shoot : NetworkBehaviour | ||||
|     // This code will be executed on the Client. | ||||
|     void shootAnimation() | ||||
|     { | ||||
|         shootAnim.recoil(gunHoldPos,0.1f); | ||||
|         shootAnim.Recoil(0.1f); | ||||
|     } | ||||
| } | ||||
|   | ||||
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	 juliuse98
					juliuse98