Shoot is function

This commit is contained in:
Kotrba Filip
2020-02-01 06:04:53 +01:00
parent df79f22a91
commit 53c4133a30
11 changed files with 4799 additions and 4777 deletions

View File

@@ -9,8 +9,6 @@ public class PlayerManager : MonoBehaviour
public float runSpeed = 25;
public float rotateSpeed = 5;
public float mouseSensitive = 200;
public float fireRate = 1;
private float fireTime;
public float buildRate = 0.5f;
private float buildTime;
private bool run = false;
@@ -25,7 +23,6 @@ public class PlayerManager : MonoBehaviour
// Start is called before the first frame update
void Start()
{
fireTime = fireRate;
buildTime = buildRate;
playerCamera = GetComponentInChildren<Camera>();
rigidBody = GetComponent<Rigidbody>();
@@ -41,7 +38,6 @@ public class PlayerManager : MonoBehaviour
SelectWeapon();
BuildBlock();
BuildBarricade();
Attack();
}
void FixedUpdate()
@@ -60,7 +56,6 @@ public class PlayerManager : MonoBehaviour
void Rotate()
{
Debug.Log(playerCamera.transform.localEulerAngles);
transform.Rotate(new Vector3(0, rotateSpeed * Input.GetAxis("Mouse X") * mouseSensitive * Time.deltaTime, 0));
if (
((playerCamera.transform.localEulerAngles.x >= 270 && playerCamera.transform.localEulerAngles.x <= 360) &&
@@ -165,16 +160,6 @@ public class PlayerManager : MonoBehaviour
}
}
void Attack()
{
WeaponManager weaponManager = weaponList[selectedWeapon].GetComponent<WeaponManager>();
if (weaponManager != null && Input.GetMouseButtonDown(0) && fireTime < Time.time)
{
weaponManager.Attack();
fireTime = fireRate * Time.time;
}
}
void BuildBarricade()
{
Ray ray = playerCamera.ScreenPointToRay(Input.mousePosition);

View File

@@ -7,41 +7,41 @@ public class WeaponManager : MonoBehaviour
public enum WeaponType { None, Shoot, Meele };
public WeaponType weaponType = WeaponType.None;
public float weaponRange = 1;
public ParticleSystem particleShoot;
public GameObject spawnShoot;
public GameObject particleShoot;
public float damage = 0;
public float fireRate = 0.5f;
private float fireTime;
// Start is called before the first frame update
void Start()
{
fireTime = fireRate;
}
// Update is called once per frame
void Update()
{
WeaponAttack();
}
public void Attack()
public void WeaponAttack()
{
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
RaycastHit hit;
if (Physics.Raycast(ray, out hit, weaponRange))
{
}
if (weaponType == WeaponType.Shoot)
{
if (particleShoot != null && !particleShoot.isPlaying)
if (Input.GetMouseButtonDown(0) && fireTime <= Time.time) {
if (weaponType == WeaponType.Shoot)
{
particleShoot.Stop();
particleShoot.Play();
if (particleShoot != null)
{
Debug.Log(transform.position);
GameObject shoot = Instantiate(particleShoot, spawnShoot.transform.position, spawnShoot.transform.rotation);
Destroy(shoot, 0.3f);
}
}
}
else if (weaponType == WeaponType.Meele)
{
else if (weaponType == WeaponType.Meele)
{
}
fireTime = fireRate + Time.time;
}
}
}