예제 #1
0
    void Update()
    {
        if (shot)
        {
            Transform cam = Camera.main.transform;
            Debug.DrawLine(cam.position, cam.position + Camera.main.transform.forward * 20f);
        }
        if (Input.GetButtonDown("Fire1") && Time.time > nextFire && !gunAim.GetIsOutOfBounds())
        {
            nextFire = Time.time + fireRate;
            muzzleFlash.Play();
            cartridgeEjection.Play();
            anim.SetTrigger("Fire");
            shot = true;

            Transform  cam = Camera.main.transform;
            RaycastHit hit;
            if (Physics.Raycast(cam.position, cam.forward, out hit, weaponRange))
            {
                HandleHit(hit);
                Debug.Log("Coe funciona ai na moral");
                DuckBehavior duckBehavior = hit.collider.gameObject.GetComponent <DuckBehavior>();
                duckBehavior.Hit();
            }
        }
    }
예제 #2
0
파일: GunShoot.cs 프로젝트: arkii1/Heist
    void Update()
    {
        if (Input.GetButtonDown("Fire1") && Time.time > nextFire && !gunAim.GetIsOutOfBounds())
        {
            if (Time.time - nextFire < 0.1f)
            {
                consecutive_shots += 1;
            }
            else
            {
                consecutive_shots = 0;
            }

            nextFire = Time.time + fireRate;
            muzzleFlash.Play();
            cartridgeEjection.Play();
            anim.SetTrigger("Fire");

            Vector3    rayOrigin = gunEnd.position;
            RaycastHit hit;
            if (Physics.Raycast(rayOrigin, gunEnd.forward, out hit, weaponRange))
            {
                HandleHit(hit);
            }
        }
    }
예제 #3
0
    void Update()
    {
        if (Input.GetMouseButtonDown(0) && Time.time > nextFire && !gunAim.GetIsOutOfBounds())
        {
            nextFire = Time.time + fireRate;
            muzzleFlash.Play();
            cartridgeEjection.Play();
            anim.SetTrigger("Fire");

            Vector3    rayOrigin = gunEnd.position;
            RaycastHit hit;
            if (Physics.Raycast(rayOrigin, gunEnd.forward, out hit, weaponRange))
            {
                HandleHit(hit);
            }
        }
    }