# Conflicts: # Assets/Prefabs/PlayerPrefab/Player.prefab # Assets/Scenes/Greatest_map_ever/Greatest_map_ever.unity # Assets/Scripts/Weapons/Shooting.cs
65 lines
1.9 KiB
C#
65 lines
1.9 KiB
C#
using System;
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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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[RequireComponent(typeof(AudioSource))]
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public class Shooting : MonoBehaviour
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{
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public GameObject raycast;
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public GameObject firePoint;
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//[SerializeField] private ParticleSystem projectilePrefab;
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public ParticleSystem projectilePrefab;
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private float hSliderValue = 0.1f;
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private float _fireCountdown = 0.1f;
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public GameObject gun;
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public AudioSource audioSource;
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private void Update()
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{
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HandleMouseButton();
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}
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private void HandleMouseButton()
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{
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if (Input.GetMouseButton(0) && _fireCountdown <= 0f)
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{
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_fireCountdown = 0;
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_fireCountdown += hSliderValue;
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PlayerShoot();
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}
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_fireCountdown -= Time.deltaTime;
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}
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private void PlayerShoot()
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{
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audioSource.Play();
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Instantiate(projectilePrefab, firePoint.transform.position, firePoint.transform.rotation);
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if (Physics.Raycast(raycast.transform.position,
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raycast.transform.forward, out var hit,
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SettingsReader.Instance.GetSettings.ViewDistance))
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{
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if (hit.transform.TryGetComponent<NPC>(out var target))
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{
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target.GetDamage(SettingsReader.Instance.GetSettings.RifleDamage);
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}
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}
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}
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public void Shoot()
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{
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if (Physics.Raycast(raycast.transform.position,
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raycast.transform.forward, out var hit,
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SettingsReader.Instance.GetSettings.ViewDistance))
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{
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if (hit.transform.TryGetComponent<NPC>(out var target))
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{
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Instantiate(projectilePrefab, firePoint.transform.position, firePoint.transform.rotation);
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target.GetDamage(SettingsReader.Instance.GetSettings.RifleDamage);
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}
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}
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}
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}
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