i3e-asg2/Assets/Scripts/Gun.cs

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using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
public class Gun : MonoBehaviour
{
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public GameObject bullet;
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/// <summary>
/// gun stats
/// </summary>
public int magSize;
public int damage;
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public float timeBtwShots;
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public float range;
public float reloadTime;
public int bulletsPerFire;
public bool automaticFire;
/// <summary>
/// gun status
/// </summary>
private bool reloading;
private bool shooting;
private bool readyToShot;
private int bulletsLeft;
/// <summary>
/// Refrencing
/// </summary>
[SerializeField]
Camera fpsCam;
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public Transform bulletSpawn;
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public TextMeshProUGUI bulletCounter;
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public bool allowInvoke = true;
[SerializeField]
private GameObject mag;
void Awake()
{
bulletsLeft = magSize;
readyToShot = true;
}
public void Shoot()
{
if (readyToShot && !reloading && bulletsLeft > 0)
{
Debug.Log("Bang");
Ray ray = fpsCam.ViewportPointToRay(new Vector3(0.5f, 0.5f, 0));
RaycastHit hit;
Vector3 targetPoint;
if (Physics.Raycast(ray, out hit))
{targetPoint = hit.point;}
else
{targetPoint = ray.GetPoint(150);}
Vector3 direction = targetPoint - bulletSpawn.position;
GameObject currentBullet = Instantiate(
bullet,
bulletSpawn.position,
Quaternion.identity
);
currentBullet.transform.forward = direction.normalized;
currentBullet
.GetComponent<Rigidbody>()
.AddForce(direction.normalized * range, ForceMode.Impulse);
bulletsLeft--;
if (allowInvoke)
{
Invoke("ResetShot", timeBtwShots);
allowInvoke = false;
}
}
}
void Update()
{
if(bulletsLeft == 0)
{
Reload();
}
}
private void ResetShot()
{
//Allow shooting and invoking again
readyToShot = true;
allowInvoke = true;
}
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public void Reload()
{
if (bulletsLeft < magSize && !reloading)
{
Debug.Log("reload");
reloading = true;
readyToShot = false;
Invoke("Reloaded", reloadTime);
mag.SetActive(false);
}
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}
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void Reloaded()
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{
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reloading = false;
readyToShot = true;
bulletsLeft = magSize;
mag.SetActive(true);
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}
}