public bool TryAtack(Vector3 weaponForward) { if (m_GameFlowManager.gameIsEnding) { return(false); } // point weapon towards player weapon.transform.forward = weaponForward; // Shoot the weapon bool didFire = weapon.HandleShootInputs(false, true, false); if (didFire && onAttack != null) { onAttack.Invoke(); } return(didFire); }
private void Update() { // shoot handling WeaponController_Photon activeWeapon = GetActiveWeapon(); if (activeWeapon && m_WeaponSwitchState == WeaponSwitchState.Up) { // handle aiming down sights isAiming = m_InputHandler.GetAimInputHeld(); // handle shooting bool hasFired = activeWeapon.HandleShootInputs( m_InputHandler.GetFireInputDown(), m_InputHandler.GetFireInputHeld(), m_InputHandler.GetFireInputReleased()); // Handle accumulating recoil if (hasFired) { m_AccumulatedRecoil += Vector3.back * activeWeapon.recoilForce; m_AccumulatedRecoil = Vector3.ClampMagnitude(m_AccumulatedRecoil, maxRecoilDistance); } } // weapon switch handling if (!isAiming && (activeWeapon == null || !activeWeapon.isCharging) && (m_WeaponSwitchState == WeaponSwitchState.Up || m_WeaponSwitchState == WeaponSwitchState.Down)) { int switchWeaponInput = m_InputHandler.GetSwitchWeaponInput(); if (switchWeaponInput != 0) { bool switchUp = switchWeaponInput > 0; SwitchWeapon(switchUp); } else { switchWeaponInput = m_InputHandler.GetSelectWeaponInput(); if (switchWeaponInput != 0) { if (GetWeaponAtSlotIndex(switchWeaponInput - 1) != null) { SwitchToWeaponIndex(switchWeaponInput - 1); } } } } // Pointing at enemy handling isPointingAtEnemy = false; if (activeWeapon) { if (Physics.Raycast(weaponCamera.transform.position, weaponCamera.transform.forward, out RaycastHit hit, 1000, -1, QueryTriggerInteraction.Ignore)) { if (hit.collider.GetComponentInParent <EnemyController>()) { isPointingAtEnemy = true; } } } }