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@ -72,10 +72,6 @@ public class scr_CharacterController : MonoBehaviour
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public AudioClip aftergunSound;
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public AudioSource gunSound;
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public int count_of_bullets = 120;
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public int count_of_bullets_gun = 30;
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private int current_count_of_bullets_gun = 30;
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private void Awake()
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{
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defaultInput = new DefaultInput();
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@ -106,39 +102,18 @@ public class scr_CharacterController : MonoBehaviour
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}
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void PlayShootingSound()
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{
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{
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gunSound.volume = 1;
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gunSound.PlayOneShot(gunSound.clip);
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gunSound.PlayOneShot(aftergunSound);
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}
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private void Update()
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{
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if (Input.GetKeyDown("r"))
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{
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Debug.Log("Reload");
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int difference = 0;
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if (count_of_bullets_gun == current_count_of_bullets_gun)
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return;
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if (current_count_of_bullets_gun < count_of_bullets_gun)
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{
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difference = count_of_bullets_gun - current_count_of_bullets_gun;
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if (count_of_bullets > difference)
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{
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current_count_of_bullets_gun = count_of_bullets_gun;
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count_of_bullets -= count_of_bullets_gun;
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}
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else
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{
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current_count_of_bullets_gun = count_of_bullets;
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count_of_bullets = 0;
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}
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}
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}
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if (Input.GetButtonDown("Fire1") && current_count_of_bullets_gun > 0)
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if (Input.GetButtonDown("Fire1"))
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{
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PlayShootingSound();
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Shoot();
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Debug.Log(current_count_of_bullets_gun);
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current_count_of_bullets_gun -= 5;
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}
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CalculateView();
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CalculateMovement();
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@ -153,7 +128,10 @@ public class scr_CharacterController : MonoBehaviour
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if (Physics.Raycast(fpsCam.transform.position, fpsCam.transform.forward, out hit, range))
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{
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Debug.Log(hit.transform.name);
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//Vector3 forward = transform.TransformDirection(Vector3.forward) * 30;
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//Debug.DrawRay(transform.position, forward, Color.green);
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Target target = hit.transform.GetComponent<Target>();
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if (target != null)
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{
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