// code to shoot gun void Shoot() {// makes gun go S H O O T muzzleFlash.Play(); // shoots wherever ur looking at RaycastHit hit; if (Physics.Raycast(fpscam.transform.position, fpscam.transform.forward, out hit, range)) {// shows in console the fire Debug.Log(hit.transform.name); // checks if the target took damage or not notuseing Target = hit.transform.GetComponent <notuseing>(); if (Target != null) {// makes target take damage Target.Takedamage(damage); } // code for praticle to show every time u click GameObject impactGO = Instantiate(impacteffect, hit.point, Quaternion.LookRotation(hit.normal)); // destorys praticles that despawned so it doesnt lag the game Destroy(impactGO, 1f); } }
// code to shoot gun void Shoot() { // Vector3 explosionpos = equip.transform.position; // Collider[] colliders = Physics.OverlapSphere(explosionpos, radius); // foreach (Collider HIT in colliders) currentammo--; // makes gun go S H O O T muzzleFlash.Play(); // shoots wherever ur looking at RaycastHit hit; if (Physics.Raycast(fpscam.transform.position, fpscam.transform.forward, out hit, range)) {// shows in console the fire Debug.Log(hit.transform.name); Target target = hit.transform.GetComponent <Target>(); if (target != null) { target.takedamage(damage); } // checks if the target took damage or not notuseing Target = hit.transform.GetComponent <notuseing>(); if (Target != null) {// makes target take damage Target.Takedamage(damage); } // code for praticle to show every time u click GameObject impactGO = Instantiate(impacteffect, hit.point, Quaternion.LookRotation(hit.normal)); // destorys praticles that despawned so it doesnt lag the game Destroy(impactGO, 3f); } }