RayCast von Maincamera aus, damit die Kugel die man Abfeuert auch im Crosshair landet
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@ -32,7 +32,6 @@ Transform:
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m_ConstrainProportionsScale: 0
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m_Children:
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- {fileID: 6605893028012961459}
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- {fileID: 2485312180149050413}
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m_Father: {fileID: 0}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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--- !u!54 &7689678004430099734
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@ -74,40 +73,8 @@ MonoBehaviour:
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m_Name:
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child: {fileID: 1549001692297207422}
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dataBullet: {fileID: 11400000, guid: cafd241bae342f446ae8141cc5d72daf, type: 2}
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rb: {fileID: 7689678004430099734}
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serializedVersion: 6
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m_Component:
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- component: {fileID: 2485312180149050413}
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m_Name: PivotPoint
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--- !u!4 &2485312180149050413
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Transform:
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 1549001692297207422}
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serializedVersion: 2
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m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
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m_LocalPosition: {x: 0.1, y: 0, z: 0}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_ConstrainProportionsScale: 0
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m_Children: []
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m_Father: {fileID: 3286218375903244322}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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lifetime: 3
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--- !u!1 &4152829191026619603
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GameObject:
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m_ObjectHideFlags: 0
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@ -132,7 +132,7 @@ BoxCollider:
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m_LayerOverridePriority: 0
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m_IsTrigger: 0
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m_ProvidesContacts: 0
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m_Enabled: 1
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serializedVersion: 3
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m_Size: {x: 1, y: 1, z: 1}
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m_Center: {x: 0, y: 0, z: 0}
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@ -161,9 +161,9 @@ Transform:
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 8363807481264483936}
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serializedVersion: 2
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m_LocalRotation: {x: -0, y: 0.26252207, z: -0, w: 0.96492606}
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m_LocalRotation: {x: 0, y: 0.26252607, z: 0, w: 0.96492493}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_LocalScale: {x: 0.9699999, y: 0.3, z: 0.31}
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m_ConstrainProportionsScale: 0
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m_Children:
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- {fileID: 1313371464610265781}
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@ -1059,7 +1059,7 @@ MonoBehaviour:
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m_ObjectArgumentAssemblyTypeName: UnityEngine.Object, UnityEngine
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m_IntArgument: 0
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m_FloatArgument: 0
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m_StringArgument: JanScene
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m_StringArgument: KevinSceneGun
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m_BoolArgument: 0
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m_CallState: 2
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--- !u!114 &2019160122
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File diff suppressed because it is too large
Load Diff
@ -4,31 +4,39 @@ using UnityEngine;
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public class BulletMoving : MonoBehaviour
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{
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public GameObject child;
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public DataBullet dataBullet;
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public float lifetime = 3f;
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[SerializeField]
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private Rigidbody rb;
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private Vector3 direction = new Vector3(0f,0f,0f);
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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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// Start is called before the first frame update
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void Start()
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{
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rb = this.GetComponent<Rigidbody>();
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direction = child.transform.position - transform.position;
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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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@ -13,5 +13,5 @@ MonoBehaviour:
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m_Name: DataBullet
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m_EditorClassIdentifier:
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damage: 10
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speed: 20
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speed: 5
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ammo: 4
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@ -8,7 +8,6 @@ public class WeaponScript : MonoBehaviour
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public GameObject spawnpoint;
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public GameObject bullet;
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private void shoot(){
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if(Input.GetKeyDown(KeyCode.Mouse0)){
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Instantiate(bullet,spawnpoint.transform.position,transform.rotation);
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@ -3,7 +3,8 @@
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--- !u!78 &1
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TagManager:
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serializedVersion: 2
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tags: []
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tags:
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- PlayerView
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layers:
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- Default
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- TransparentFX
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