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45 lines
1.5 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Autohand.Demo{
public class Pistol : MonoBehaviour
{
public Rigidbody body;
public Transform barrelTip;
public float hitPower = 1;
public float recoilPower = 1;
public float range = 100;
public LayerMask layer;
public AudioClip shootSound;
public float shootVolume = 1f;
private void Start() {
if(body == null && GetComponent<Rigidbody>() != null)
body = GetComponent<Rigidbody>();
}
public void Shoot() {
//Play the audio sound
if(shootSound)
AudioSource.PlayClipAtPoint(shootSound, transform.position, shootVolume);
RaycastHit hit;
if(Physics.Raycast(barrelTip.position, barrelTip.forward, out hit, range, layer)){
var hitBody = hit.transform.GetComponent<Rigidbody>();
if(hitBody != null) {
Debug.DrawRay(barrelTip.position, (hit.point - barrelTip.position), Color.green, 5);
hitBody.GetComponent<Smash>()?.DoSmash();
hitBody.AddForceAtPosition((hit.point - barrelTip.position).normalized*hitPower*10, hit.point, ForceMode.Impulse);
}
}
else
Debug.DrawRay(barrelTip.position, barrelTip.forward*range, Color.red, 1);
body.AddForce(barrelTip.transform.up*recoilPower*5, ForceMode.Impulse);
}
}
}