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