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using System;
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using System.Collections;
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using System.Collections.Generic;
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using Unity.VisualScripting;
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using UnityEngine;
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public class BulletScript : MonoBehaviour
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{
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public DataBullet dataBullet;
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private float damage;
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private float speed;
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private int ammo;
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public GameObject particalClash;
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public float lifetime = 3f;
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private Rigidbody rb;
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private Vector3 direction;
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private float time = 0f;
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private Ray ray;
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private RaycastHit hit;
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private void die(float lifetime){
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if(time > lifetime){
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GameObject.Destroy(this.gameObject);
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}
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}
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private void CheckForColliders(){
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if(Physics.Raycast(ray, out hit)){ //wenn true wird durch out in variable hit ein RayCastHit gespeichert
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direction = hit.point - transform.position;//Richtung in die, die Kugel fliegt
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}
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}
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public void clashPartcal(Collision collision){
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ContactPoint contact = collision.GetContact(0);
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Instantiate(particalClash,transform.position,Quaternion.LookRotation(contact.normal));
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}
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private void OnCollisionEnter(Collision collision){
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Debug.Log(collision.gameObject.name + " UND HIER IST DER TAG: " + collision.gameObject.tag);
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if(collision.transform.tag == "Enemy"){
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collision.transform.GetComponent<Enemy>().takeDamage(damage);
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}
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clashPartcal(collision);
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GameObject.Destroy(this.gameObject);
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}
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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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damage = dataBullet.damage;
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ammo = dataBullet.ammo;
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speed = dataBullet.speed;
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rb = this.GetComponent<Rigidbody>();
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ray = Camera.main.ViewportPointToRay(new Vector3(0.5f,0.5f,0f));
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CheckForColliders();
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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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rb.velocity = direction.normalized * speed;
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die(lifetime);
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time += Time.deltaTime;
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}
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}
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