creative-jam-20/Assets/Scripts/CannonScript.cs
Soulaha Balde b8abd15fd2 Added trail for better feel on bullets
Bullets come out of cannon barrel
2022-05-14 16:05:45 -04:00

99 lines
2.9 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.EventSystems;
public class CannonScript : MonoBehaviour
{
[SerializeField] private GameObject cannon;
[SerializeField] private GameObject projectile;
[SerializeField] private float lookDepth;
[SerializeField] private float cannonForce;
[SerializeField] private float fireRate = 0.5f;
[SerializeField]private float fireTimer;
private bool firing = false;
[SerializeField]private float damage = 1f;
private Vector3 lookDir;
// Start is called before the first frame update
void Start()
{
lookDir = Vector3.zero;
}
// Update is called once per frame
void Update()
{
if(firing && !EventSystem.current.IsPointerOverGameObject()){
fireTimer += Time.deltaTime;
if(fireTimer >= fireRate){
GameObject proj = Instantiate(projectile, cannon.transform.position, cannon.transform.rotation);
proj.GetComponent<Projectile>().SetDamage(damage);
proj.GetComponent<Rigidbody>().AddForce(cannonForce * lookDir, ForceMode.Impulse);
fireTimer = 0;
RaycastHit hit;
if (Physics.Raycast(transform.position, lookDir, out hit, Mathf.Infinity))
{
Debug.DrawRay(transform.position, lookDir * hit.distance, Color.yellow);
GameObject hitObject = hit.collider.gameObject;
if (hitObject.tag == "Enemy")
{
hitObject.GetComponent<Enemy>().IsShot();
}
}
}
}else if(fireTimer < fireRate){
fireTimer += Time.deltaTime;
}
}
private Vector3 GetMouseWorldPosition(){
Vector3 screenPos = Mouse.current.position.ReadValue();
screenPos.z = lookDepth;
Vector3 worldPoint = Camera.main.ScreenToWorldPoint(screenPos);
return worldPoint;
}
public void OnLook(InputAction.CallbackContext ctx){
Vector3 bodyLookPos= GetMouseWorldPosition(), cannonLookPos = GetMouseWorldPosition();
bodyLookPos.y = 0;
gameObject.transform.LookAt(bodyLookPos);
cannon.transform.LookAt(cannonLookPos);
lookDir = (cannonLookPos - transform.position).normalized;
}
public void OnFire(InputAction.CallbackContext ctx){
if(ctx.started){//btn pressed
firing = true;
}else if(ctx.canceled){//btn released
firing = false;
}
}
public void SetFireRate(float nFireRate){
this.fireRate = nFireRate;
}
public float GetFireRate(){
return fireRate;
}
public void SetDamage(float dmg){
this.damage = dmg;
}
public float GetDamage(){
return damage;
}
}