updated shoot mechanics
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30
Assets/Scripts/Pistol/BulletComponent.cs
Normal file
30
Assets/Scripts/Pistol/BulletComponent.cs
Normal file
@ -0,0 +1,30 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class BulletComponent : MonoBehaviour
|
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|
{
|
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|
[SerializeField]
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|
private float duration = 5f;
|
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|
private float existed = 0f;
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|
// Start is called before the first frame update
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|
void Start()
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|
{
|
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|
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|
}
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|
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|
// Update is called once per frame
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|
void Update()
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|
{
|
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|
|
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|
}
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|
private void FixedUpdate()
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|
{
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|
if(existed >= duration)
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|
{
|
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|
Destroy(this.gameObject);
|
||||||
|
}
|
||||||
|
existed += Time.fixedDeltaTime;
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
11
Assets/Scripts/Pistol/BulletComponent.cs.meta
Normal file
11
Assets/Scripts/Pistol/BulletComponent.cs.meta
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 9ea1ee4df8019a143b013f8837aa48d8
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
@ -12,6 +12,16 @@ public class PistolComponent : MonoBehaviour
|
|||||||
GameObject targetObject;
|
GameObject targetObject;
|
||||||
[SerializeField]
|
[SerializeField]
|
||||||
GameObject targetObjectPrefab;
|
GameObject targetObjectPrefab;
|
||||||
|
[SerializeField]
|
||||||
|
private GameObject projectilePrefab;
|
||||||
|
[SerializeField]
|
||||||
|
private Transform bulletSpawnPoint;
|
||||||
|
[SerializeField]
|
||||||
|
private float firePower = 20f;
|
||||||
|
[SerializeField]
|
||||||
|
private float maxProjectileDuration = 5f;
|
||||||
|
|
||||||
|
//private Dictionary<int,float> projectiles = new Dictionary<int, float>();
|
||||||
|
|
||||||
// Start is called before the first frame update
|
// Start is called before the first frame update
|
||||||
void Start()
|
void Start()
|
||||||
@ -41,6 +51,17 @@ private void FixedUpdate()
|
|||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
}
|
||||||
|
public void Fire()
|
||||||
|
{
|
||||||
|
GameObject projectile = Instantiate(projectilePrefab, this.bulletSpawnPoint);
|
||||||
|
projectile.transform.localPosition = Vector3.zero;
|
||||||
|
projectile.transform.localEulerAngles = Vector3.zero;
|
||||||
|
projectile.transform.localScale = Vector3.one;
|
||||||
|
Rigidbody pRigid = projectile.GetComponent<Rigidbody>();
|
||||||
|
pRigid.AddForce(pRigid.transform.up*this.firePower, ForceMode.Impulse);
|
||||||
|
projectile.transform.parent = null;
|
||||||
|
|
||||||
}
|
}
|
||||||
public void Enable()
|
public void Enable()
|
||||||
{
|
{
|
||||||
|
@ -84,6 +84,12 @@ void Update()
|
|||||||
|
|
||||||
}
|
}
|
||||||
if(Input.GetButtonDown("Fire1"))
|
if(Input.GetButtonDown("Fire1"))
|
||||||
|
{
|
||||||
|
if (this.GunEnabled)
|
||||||
|
{
|
||||||
|
this.pistol.Fire();
|
||||||
|
}
|
||||||
|
else
|
||||||
{
|
{
|
||||||
if (!IsCarrying)
|
if (!IsCarrying)
|
||||||
{
|
{
|
||||||
@ -142,6 +148,9 @@ void Update()
|
|||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
}
|
||||||
if (Input.GetButtonDown("Fire2"))
|
if (Input.GetButtonDown("Fire2"))
|
||||||
{
|
{
|
||||||
print(this.GunEnabled);
|
print(this.GunEnabled);
|
||||||
|
Loading…
Reference in New Issue
Block a user