mirror of
https://github.com/DerTyp7/defrain-shooter-unity.git
synced 2025-10-29 12:52:07 +01:00
79 lines
2.1 KiB
C#
79 lines
2.1 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class Weapon : MonoBehaviour
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{
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[SerializeField] bool active = false;
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[SerializeField] float damage = 0;
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[SerializeField] float firerate = 0;
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[SerializeField] float recoilStrength = 0;
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[SerializeField] int currentAmmunition = 0;
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[SerializeField] int totalAmmunition = 0;
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[SerializeField] ParticleSystem flash;
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[SerializeField] ParticleSystem smoke;
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[SerializeField] GameObject bulletExit;
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[SerializeField] GameObject camera;
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public bool Active { get => active; set => active = value; }
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private bool allowShoot = true, isShooting = false;
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Animator anim;
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private void Start()
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{
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anim = GetComponent<Animator>();
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if (Physics.Raycast(camera.transform.position, camera.transform.forward, out RaycastHit hit))
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{
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transform.rotation = Quaternion.Euler(0f, hit.point.y, 0f);
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}
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}
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private void FixedUpdate()
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{
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if (Input.GetButton("Fire") && allowShoot && currentAmmunition > 0)
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{
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anim.Play("USP");
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isShooting = true;
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StartCoroutine(fireRate());
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fire();
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currentAmmunition--;
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}
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else
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{
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isShooting = false;
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}
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if (Input.GetButton("Reload"))
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{
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currentAmmunition = totalAmmunition;
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}
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}
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private void fire()
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{
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allowShoot = false;
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flash.Play();
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//smoke.Play();
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RaycastHit hit;
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if(Physics.Raycast(bulletExit.transform.position,bulletExit.transform.forward, out hit))
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{
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Debug.DrawLine(bulletExit.transform.position, hit.point);
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/*if(hit.rigidbody != null)
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{
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hit.rigidbody.AddForce(hit.normal * 80);
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}
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Instantiate(bulletImpact, hit.point, Quaternion.LookRotation(hit.normal));*/
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}
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}
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IEnumerator fireRate()
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{
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allowShoot = false;
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yield return new WaitForSeconds(firerate);
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allowShoot = true;
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}
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}
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