Merge remote-tracking branch 'origin/lisin/character/2' into lisin/character/2

# Conflicts:
#	Assets/Prefabs/PlayerPrefab/Player.prefab
#	Assets/Scenes/Greatest_map_ever/Greatest_map_ever.unity
#	Assets/Scripts/Weapons/Shooting.cs
This commit is contained in:
2022-05-17 00:25:31 +07:00
75 changed files with 42798 additions and 102 deletions

View File

@ -2,18 +2,21 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[RequireComponent(typeof(AudioSource))]
public class Shooting : MonoBehaviour
{
public GameObject raycast;
public GameObject firePoint;
[SerializeField] private GameObject projectilePrefab;
//[SerializeField] private ParticleSystem projectilePrefab;
public ParticleSystem projectilePrefab;
private float hSliderValue = 0.1f;
private float _fireCountdown = 0.1f;
public GameObject gun;
public AudioSource audioSource;
private void Update()
{
HandleMouseButton();
@ -32,6 +35,7 @@ public class Shooting : MonoBehaviour
private void PlayerShoot()
{
audioSource.Play();
Instantiate(projectilePrefab, firePoint.transform.position, firePoint.transform.rotation);
if (Physics.Raycast(raycast.transform.position,
raycast.transform.forward, out var hit,
@ -50,7 +54,7 @@ public class Shooting : MonoBehaviour
raycast.transform.forward, out var hit,
SettingsReader.Instance.GetSettings.ViewDistance))
{
if (hit.transform.TryGetComponent<ICharacter>(out var target))
if (hit.transform.TryGetComponent<NPC>(out var target))
{
Instantiate(projectilePrefab, firePoint.transform.position, firePoint.transform.rotation);
target.GetDamage(SettingsReader.Instance.GetSettings.RifleDamage);