RayCast Entfernt und schießen verbessert
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@ -7,23 +7,13 @@ using UnityEngine;
|
|||||||
public class BulletScript : MonoBehaviour
|
public class BulletScript : MonoBehaviour
|
||||||
{
|
{
|
||||||
public DataBullet dataBullet;
|
public DataBullet dataBullet;
|
||||||
|
|
||||||
private float damage;
|
private float damage;
|
||||||
private float speed;
|
private float speed;
|
||||||
private int ammo;
|
private int ammo;
|
||||||
|
|
||||||
public GameObject particalClash;
|
public GameObject particalClash;
|
||||||
|
|
||||||
public float lifetime = 3f;
|
public float lifetime = 3f;
|
||||||
private Rigidbody rb;
|
private Rigidbody rb;
|
||||||
|
|
||||||
private Vector3 direction;
|
|
||||||
|
|
||||||
private float time = 0f;
|
private float time = 0f;
|
||||||
|
|
||||||
private Ray ray;
|
|
||||||
private RaycastHit hit;
|
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Sobald life Time vorbei ist Destroy die Bullet.
|
/// Sobald life Time vorbei ist Destroy die Bullet.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
@ -33,11 +23,6 @@ public class BulletScript : MonoBehaviour
|
|||||||
GameObject.Destroy(this.gameObject);
|
GameObject.Destroy(this.gameObject);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
private void CheckForColliders(){
|
|
||||||
if(Physics.Raycast(ray, out hit)){ //wenn true wird durch out in variable hit ein RayCastHit gespeichert
|
|
||||||
direction = hit.point - transform.position;//Richtung in die, die Kugel fliegt
|
|
||||||
}
|
|
||||||
}
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// clashPartical spawned clashPartical am EinschlagPunkt der Kugel.
|
/// clashPartical spawned clashPartical am EinschlagPunkt der Kugel.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
@ -69,18 +54,13 @@ public class BulletScript : MonoBehaviour
|
|||||||
rb = this.GetComponent<Rigidbody>();
|
rb = this.GetComponent<Rigidbody>();
|
||||||
|
|
||||||
Physics.IgnoreCollision(GetComponent<Collider>(),GameObject.Find("Player").GetComponent<Collider>());
|
Physics.IgnoreCollision(GetComponent<Collider>(),GameObject.Find("Player").GetComponent<Collider>());
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
ray = Camera.main.ViewportPointToRay(new Vector3(0.5f,0.5f,0f));
|
|
||||||
CheckForColliders();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
// Update is called once per frame
|
// Update is called once per frame
|
||||||
void Update()
|
void Update()
|
||||||
{
|
{
|
||||||
rb.velocity = direction.normalized * speed;
|
rb.velocity = transform.forward * speed;
|
||||||
die(lifetime);
|
die(lifetime);
|
||||||
time += Time.deltaTime;
|
time += Time.deltaTime;
|
||||||
}
|
}
|
||||||
|
@ -34,7 +34,7 @@ public class WeaponScript : MonoBehaviour
|
|||||||
if(Input.GetKeyDown(KeyCode.Mouse0)){
|
if(Input.GetKeyDown(KeyCode.Mouse0)){
|
||||||
muzzle.gameObject.SetActive(true);
|
muzzle.gameObject.SetActive(true);
|
||||||
//muzzle.Play();
|
//muzzle.Play();
|
||||||
Instantiate(bullet,spawnpoint.transform.position,transform.rotation);
|
Instantiate(bullet,spawnpoint.transform.position,spawnpoint.transform.rotation);
|
||||||
ammo--;
|
ammo--;
|
||||||
}
|
}
|
||||||
}else{
|
}else{
|
||||||
@ -46,7 +46,8 @@ public class WeaponScript : MonoBehaviour
|
|||||||
void Start()
|
void Start()
|
||||||
{
|
{
|
||||||
ammo = dataBullet.ammo;
|
ammo = dataBullet.ammo;
|
||||||
muzzle = spawnpoint.GetComponentInChildren<ParticleSystem>();
|
muzzle = GetComponentInChildren<ParticleSystem>();
|
||||||
|
spawnpoint = GameObject.Find("Player/PlayerView/BulletSpawnpoint");
|
||||||
}
|
}
|
||||||
|
|
||||||
// Update is called once per frame
|
// Update is called once per frame
|
||||||
|
Loading…
Reference in New Issue
Block a user