Refactoring Prefabs

This commit is contained in:
pbg2h23akl 2024-06-14 16:58:09 +02:00
parent 6bd36f657f
commit 781ca8706a
13 changed files with 417 additions and 15 deletions

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@ -10,16 +10,20 @@ public class BulletMoving : MonoBehaviour
[SerializeField] [SerializeField]
private Rigidbody rb; private Rigidbody rb;
private Vector3 direction = new Vector3(0f,0f,0f);
private private
// Start is called before the first frame update // Start is called before the first frame update
void Start() void Start()
{ {
rb = parent.GetComponent<Rigidbody>(); rb = parent.GetComponent<Rigidbody>();
direction = transform.position - parent.transform.position;
} }
// Update is called once per frame // Update is called once per frame
void Update() void Update()
{ {
rb.velocity = dataBullet.direction * dataBullet.speed; rb.velocity = direction * dataBullet.speed;
} }
} }

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@ -10,8 +10,6 @@ public class DataBullet : ScriptableObject
public float speed = 5f; public float speed = 5f;
public Vector3 direction = new Vector3();
public int ammo; public int ammo;
public void setDamage(float damage){ public void setDamage(float damage){

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@ -0,0 +1,30 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class WeaponScript : MonoBehaviour
{
public GameObject parent;
public GameObject bullet;
public void shoot(){
if(Input.GetKeyDown(KeyCode.Mouse0)){
Instantiate(bullet,transform.position,parent.transform.rotation);
}
}
void Start()
{
}
// Update is called once per frame
void Update()
{
shoot();
}
}

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