Files
real-shooter/Assets/Scripts/Weapons/PlayerShooter.cs

57 lines
1.6 KiB
C#

using Animators.Leonid_Animator.Player;
using UnityEngine;
namespace Weapons
{
[RequireComponent(typeof(AudioSource))]
[RequireComponent(typeof(InputHandler))]
public class PlayerShooter : MonoBehaviour
{
public GameObject firePoint;
public ParticleSystem projectilePrefab;
private float _fireCountdown = 0.5f;
private AudioSource _audioSource;
private InputHandler _inputHandler;
private void Awake()
{
_audioSource = GetComponent<AudioSource>();
_inputHandler = GetComponent<InputHandler>();
}
private void Update()
{
HandleMouseButton();
}
private void HandleMouseButton()
{
if (_inputHandler.firePressed && _fireCountdown <= 0f)
{
_fireCountdown = 0.5f;
PlayerShoot();
}
_fireCountdown -= Time.unscaledDeltaTime;
}
private void PlayerShoot()
{
_audioSource.Play();
Instantiate(projectilePrefab, firePoint.transform.position, firePoint.transform.rotation);
if (Physics.Raycast(firePoint.transform.position,
firePoint.transform.forward, out var hit,
SettingsReader.Instance.GetSettings.ViewDistance))
{
if (hit.transform.TryGetComponent<NPC>(out var target))
{
print($"did damage to {hit.transform.name}");
target.GetDamage(SettingsReader.Instance.GetSettings.RifleDamage);
}
}
}
}
}