updated shoot mechanics

This commit is contained in:
sebastianhampel1 2023-04-03 19:23:20 -04:00
parent 174e912d1f
commit 260ca88656
9 changed files with 1326 additions and 130 deletions

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View File

@ -0,0 +1,30 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BulletComponent : MonoBehaviour
{
[SerializeField]
private float duration = 5f;
private float existed = 0f;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
private void FixedUpdate()
{
if(existed >= duration)
{
Destroy(this.gameObject);
}
existed += Time.fixedDeltaTime;
}
}

View File

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View File

@ -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()
{ {

View File

@ -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)
{ {
@ -91,7 +97,7 @@ void Update()
bool pickupFound = false; bool pickupFound = false;
if (itemsInRange.Count > 0) if (itemsInRange.Count > 0)
{ {
while (t_index<itemsInRange.Count&&!itemsInRange[t_index].CanPickup) while (t_index < itemsInRange.Count && !itemsInRange[t_index].CanPickup)
{ {
t_index++; t_index++;
} }
@ -119,11 +125,11 @@ void Update()
} }
if (!pickupFound) if (!pickupFound)
{ {
foreach(InteractableItem item in itemsInRange) foreach (InteractableItem item in itemsInRange)
{ {
if (!item.CanPickup) if (!item.CanPickup)
{ {
if(!item.Interact(ref invent, ref heavyInvent)) if (!item.Interact(ref invent, ref heavyInvent))
{ {
item.Interact(); item.Interact();
} }
@ -142,6 +148,9 @@ void Update()
} }
} }
}
if (Input.GetButtonDown("Fire2")) if (Input.GetButtonDown("Fire2"))
{ {
print(this.GunEnabled); print(this.GunEnabled);