Added things

This commit is contained in:
2022-05-13 13:29:38 +07:00
parent 85518c4f3f
commit abf262095f
589 changed files with 851744 additions and 0 deletions

View File

@ -0,0 +1,29 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class AutoAim : MonoBehaviour
{
// Start is called before the first frame update
public GameObject enemy;
public float lookSpeed = 200f;
public GameObject player;
public Camera camera;
void Start()
{
}
// Update is called once per frame
void Update()
{
Vector3 direction = enemy.transform.position - camera.transform.position;
Quaternion targetRotation = Quaternion.LookRotation(direction);
Quaternion lookAt = Quaternion.RotateTowards(camera.transform.rotation, targetRotation, Time.deltaTime * lookSpeed);
camera.transform.rotation = lookAt;
}
}

11
Assets/Scripts/Weapons/AutoAim.cs.meta generated Normal file
View File

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: e5f5f761e43327448b64038300d71e5b
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -0,0 +1,67 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Shooting : MonoBehaviour
{
public float damage = 10f;
public float range = 100f;
public GameObject raycast;
public GameObject FirePoint;
public GameObject[] Prefabs;
private float hSliderValue = 0.1f;
private float fireCountdown = 0f;
private int Prefab = 1;
private Ray RayMouse;
private Vector3 direction;
private Quaternion rotation;
public GameObject gun;
void Update()
{
/*if (Input.GetButtonDown("Fire1"))
{
Prefab = Random.Range(0, 1);
Instantiate(Prefabs[Prefab], FirePoint.transform.position, FirePoint.transform.rotation);
Shoot();
}*/
//if(Input.GetButtonDown("")
if (Input.GetMouseButton(0) && fireCountdown <= 0f)
{
Instantiate(Prefabs[Prefab], FirePoint.transform.position, FirePoint.transform.rotation);
fireCountdown = 0;
fireCountdown += hSliderValue;
Shoot();
}
fireCountdown -= Time.deltaTime;
}
void Shoot()
{
RaycastHit hit;
if (Physics.Raycast(raycast.transform.position, raycast.transform.forward, out hit, range))
{
Debug.Log(hit.transform.name);
Target target = hit.transform.GetComponent<Target>();
if (target != null)
{
target.TakeDamage(damage);
}
RotateToGunDirection(gun, hit.point);
}
}
void RotateToGunDirection(GameObject obj, Vector3 destination)
{
direction = destination - obj.transform.position;
rotation = Quaternion.LookRotation(direction);
obj.transform.localRotation = Quaternion.Lerp(obj.transform.rotation, rotation, 1);
}
}

11
Assets/Scripts/Weapons/Shooting.cs.meta generated Normal file
View File

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 52f87dd051395614ebf0004d18d43bba
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -0,0 +1,24 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Target : MonoBehaviour
{
// Start is called before the first frame update
public float health = 50f;
public void TakeDamage(float amount)
{
health -= amount;
if (health <= 0f)
{
Die();
}
}
void Die()
{
Destroy(gameObject);
}
}

11
Assets/Scripts/Weapons/Target.cs.meta generated Normal file
View File

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 954fb0076c55707429047d7d4a3e8ded
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant: