Files
ClearTheZone/Assets/Scripts/Shoot.cs
T
PBA3H25ABU 6d9fee91db Merge branch 'main' of https://git.bib.de/PBA3H25ABU/ClearTheZone
# Conflicts:
#	Assets/Scenes/Story1.unity
#	Assets/Scenes/Story1.unity.rej
#	Assets/Scripts/Bullet.cs
#	Assets/Scripts/EnemyHealth.cs
#	Assets/Scripts/Shoot.cs
2026-08-20 11:44:36 +02:00

81 lines
2.5 KiB
C#

//Oliver
using Unity.VisualScripting;
using UnityEngine;
public class Shoot : MonoBehaviour
{
[SerializeField] GameObject bulletPrefab;
[SerializeField] Transform spawnPointAR;
[SerializeField] Transform spawnPointPistol;
[SerializeField] WeaponReload weapon;
[SerializeField] float fireRate = 0.15f;
[SerializeField] bool AR = true;
[SerializeField] bool Pistole = true;
private float nextShotTime;
void Start()
{
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if (weapon == null)
weapon = FindFirstObjectByType<WeaponReload>();
>>>>>>> parent of 392d236 (Merge branch 'main' of https://git.bib.de/PBA3H25ABU/ClearTheZone)
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if (weapon == null)
weapon = FindFirstObjectByType<WeaponReload>();
>>>>>>> parent of 392d236 (Merge branch 'main' of https://git.bib.de/PBA3H25ABU/ClearTheZone)
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if (weapon == null)
weapon = FindFirstObjectByType<WeaponReload>();
>>>>>>> 85ece045864c59c50ed55097c35e2c15b9051a0f
>>>>>>> 392d23632b62942df19732b9e125c98967abd9e4
}
void Update()
{
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if ( AR == true && Input.GetKey(KeyCode.Mouse0))
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if (PauseMenu.GameIsPaused) return;
if (AR == true && Input.GetKey(KeyCode.Mouse0) && Time.time >= nextShotTime)
>>>>>>> parent of 392d236 (Merge branch 'main' of https://git.bib.de/PBA3H25ABU/ClearTheZone)
=======
if (PauseMenu.GameIsPaused) return;
if (AR == true && Input.GetKey(KeyCode.Mouse0) && Time.time >= nextShotTime)
>>>>>>> parent of 392d236 (Merge branch 'main' of https://git.bib.de/PBA3H25ABU/ClearTheZone)
=======
if (AR == true && Input.GetKey(KeyCode.Mouse0))
=======
if (PauseMenu.GameIsPaused) return;
if (AR == true && Input.GetKey(KeyCode.Mouse0) && Time.time >= nextShotTime)
>>>>>>> 85ece045864c59c50ed55097c35e2c15b9051a0f
>>>>>>> 392d23632b62942df19732b9e125c98967abd9e4
{
Shot(spawnPointAR);
nextShotTime = Time.time + fireRate;
}
else if (Pistole == true && Input.GetKeyDown(KeyCode.Mouse0))
{
Shot(spawnPointPistol);
}
}
public void Shot(Transform spawnPoint)
{
if (spawnPoint == null || weapon == null || !weapon.UseAmmo()) return;
GameObject bullet = Instantiate(bulletPrefab, spawnPoint.position, spawnPoint.rotation);
bullet.transform.Rotate(90, 0, 0);
}
}