Fixes? and side channels.
This commit is contained in:
@ -1,21 +1,31 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using JetBrains.Annotations;
|
||||
using UnityEngine;
|
||||
|
||||
[RequireComponent(typeof(AudioSource))]
|
||||
public class Shooting : MonoBehaviour
|
||||
{
|
||||
public GameObject raycast;
|
||||
|
||||
public GameObject firePoint;
|
||||
//[SerializeField] private ParticleSystem projectilePrefab;
|
||||
|
||||
public ParticleSystem projectilePrefab;
|
||||
|
||||
|
||||
private float hSliderValue = 0.1f;
|
||||
private float _fireCountdown = 0.1f;
|
||||
|
||||
public GameObject gun;
|
||||
public AudioSource audioSource;
|
||||
private NPC _myNpc;
|
||||
private MovementController _moveCtrl;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
audioSource = GetComponent<AudioSource>();
|
||||
TryGetComponent(out _moveCtrl);
|
||||
TryGetComponent(out _myNpc);
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
@ -30,6 +40,7 @@ public class Shooting : MonoBehaviour
|
||||
_fireCountdown += hSliderValue;
|
||||
PlayerShoot();
|
||||
}
|
||||
|
||||
_fireCountdown -= Time.deltaTime;
|
||||
}
|
||||
|
||||
@ -37,7 +48,7 @@ public class Shooting : MonoBehaviour
|
||||
{
|
||||
audioSource.Play();
|
||||
Instantiate(projectilePrefab, firePoint.transform.position, firePoint.transform.rotation);
|
||||
if (Physics.Raycast(raycast.transform.position,
|
||||
if (Physics.Raycast(raycast.transform.position,
|
||||
raycast.transform.forward, out var hit,
|
||||
SettingsReader.Instance.GetSettings.ViewDistance))
|
||||
{
|
||||
@ -47,18 +58,33 @@ public class Shooting : MonoBehaviour
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void Shoot()
|
||||
|
||||
public void BotShoot()
|
||||
{
|
||||
if (Physics.Raycast(raycast.transform.position,
|
||||
if (Physics.Raycast(raycast.transform.position,
|
||||
raycast.transform.forward, out var hit,
|
||||
SettingsReader.Instance.GetSettings.ViewDistance))
|
||||
{
|
||||
if (hit.transform.TryGetComponent<NPC>(out var target))
|
||||
if (hit.transform.TryGetComponent<ICharacter>(out var target))
|
||||
{
|
||||
audioSource.Play();
|
||||
Instantiate(projectilePrefab, firePoint.transform.position, firePoint.transform.rotation);
|
||||
var mySpeed = _moveCtrl.Velocity.magnitude;
|
||||
var enemySpeed = 0f;
|
||||
var inCover = false;
|
||||
if (target.GetCharacter.TypeAi == TypeAI.HumanAI)
|
||||
enemySpeed = hit.rigidbody.velocity.magnitude;
|
||||
else
|
||||
{
|
||||
enemySpeed = hit.collider.GetComponent<MovementController>().Velocity.magnitude;
|
||||
inCover = hit.collider.GetComponent<NPC>().NpcState.InCover;
|
||||
}
|
||||
|
||||
var hitChance = (1 - 0.5 * mySpeed) * (1 - 0.5 * enemySpeed + 0.5*inCover.ToInt()) / 1.5f;
|
||||
if (!(UnityEngine.Random.Range(0f, 1f) < hitChance)) return;
|
||||
_myNpc.AddReward(0.05f);
|
||||
target.GetDamage(SettingsReader.Instance.GetSettings.RifleDamage);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
Reference in New Issue
Block a user