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.GetMouseButton(0) && fireCountdown <= 0f) { Instantiate(Prefabs[Prefab], FirePoint.transform.position, FirePoint.transform.rotation); fireCountdown = 0; fireCountdown += hSliderValue; Shoot(); } fireCountdown -= Time.deltaTime; } public void Shoot() { if (Physics.Raycast(raycast.transform.position, raycast.transform.forward, out var hit, range)) { Debug.Log(hit.transform.name); if (hit.transform.TryGetComponent(out var target)) target.TakeDamage(damage); } } }