# Conflicts: # Assets/Scenes/Story1.unity # Assets/Scenes/Story1.unity.rej # Assets/Scripts/Bullet.cs # Assets/Scripts/EnemyHealth.cs # Assets/Scripts/Shoot.cs
81 lines
2.5 KiB
C#
81 lines
2.5 KiB
C#
//Oliver
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using Unity.VisualScripting;
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using UnityEngine;
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public class Shoot : MonoBehaviour
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{
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[SerializeField] GameObject bulletPrefab;
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[SerializeField] Transform spawnPointAR;
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[SerializeField] Transform spawnPointPistol;
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[SerializeField] WeaponReload weapon;
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[SerializeField] float fireRate = 0.15f;
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[SerializeField] bool AR = true;
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[SerializeField] bool Pistole = true;
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private float nextShotTime;
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void Start()
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{
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<<<<<<< HEAD
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<<<<<<< HEAD
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<<<<<<< HEAD
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=======
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if (weapon == null)
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weapon = FindFirstObjectByType<WeaponReload>();
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>>>>>>> parent of 392d236 (Merge branch 'main' of https://git.bib.de/PBA3H25ABU/ClearTheZone)
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=======
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if (weapon == null)
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weapon = FindFirstObjectByType<WeaponReload>();
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>>>>>>> parent of 392d236 (Merge branch 'main' of https://git.bib.de/PBA3H25ABU/ClearTheZone)
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=======
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=======
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if (weapon == null)
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weapon = FindFirstObjectByType<WeaponReload>();
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>>>>>>> 85ece045864c59c50ed55097c35e2c15b9051a0f
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>>>>>>> 392d23632b62942df19732b9e125c98967abd9e4
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}
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void Update()
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{
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<<<<<<< HEAD
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<<<<<<< HEAD
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<<<<<<< HEAD
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if ( AR == true && Input.GetKey(KeyCode.Mouse0))
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=======
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if (PauseMenu.GameIsPaused) return;
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if (AR == true && Input.GetKey(KeyCode.Mouse0) && Time.time >= nextShotTime)
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>>>>>>> parent of 392d236 (Merge branch 'main' of https://git.bib.de/PBA3H25ABU/ClearTheZone)
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=======
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if (PauseMenu.GameIsPaused) return;
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if (AR == true && Input.GetKey(KeyCode.Mouse0) && Time.time >= nextShotTime)
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>>>>>>> parent of 392d236 (Merge branch 'main' of https://git.bib.de/PBA3H25ABU/ClearTheZone)
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=======
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if (AR == true && Input.GetKey(KeyCode.Mouse0))
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=======
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if (PauseMenu.GameIsPaused) return;
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if (AR == true && Input.GetKey(KeyCode.Mouse0) && Time.time >= nextShotTime)
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>>>>>>> 85ece045864c59c50ed55097c35e2c15b9051a0f
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>>>>>>> 392d23632b62942df19732b9e125c98967abd9e4
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{
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Shot(spawnPointAR);
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nextShotTime = Time.time + fireRate;
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}
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else if (Pistole == true && Input.GetKeyDown(KeyCode.Mouse0))
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{
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Shot(spawnPointPistol);
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}
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}
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public void Shot(Transform spawnPoint)
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{
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if (spawnPoint == null || weapon == null || !weapon.UseAmmo()) return;
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GameObject bullet = Instantiate(bulletPrefab, spawnPoint.position, spawnPoint.rotation);
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bullet.transform.Rotate(90, 0, 0);
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}
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}
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