Added gun shoot event and recoil

This commit is contained in:
2024-12-08 11:56:39 +01:00
parent f597af454a
commit 10b694496b
62 changed files with 11377 additions and 7486 deletions

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@@ -0,0 +1,51 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
public class Gun : MonoBehaviour
{
public UnityEvent onGunShoot;
public float fireCoolDown;
public bool automatic;
private float currentCooldown;
void Start()
{
currentCooldown = fireCoolDown;
}
void Update()
{
if(automatic)
{
if(Input.GetMouseButton(0))
{
if(currentCooldown <= 0f)
{
//if not null (?)
onGunShoot?.Invoke();
currentCooldown = fireCoolDown;
}
}
}
else
{
if(Input.GetMouseButtonDown(0))
{
if(currentCooldown <= 0f)
{
//if not null (?)
onGunShoot?.Invoke();
currentCooldown = fireCoolDown;
}
}
}
currentCooldown -= Time.deltaTime;
}
}

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@@ -0,0 +1,39 @@
using System.Collections;
using System.Collections.Generic;
using Unity.PlasticSCM.Editor.WebApi;
using UnityEngine;
public class GunRecoil : MonoBehaviour
{
public Transform gunTransform;
public float recoilDistance = 0.1f;
public float recoilRotation = 5f;
public float recoilSpeed = 10f;
public float recoverySpeed = 5f;
private Vector3 gunCurrPos;
private Vector3 gunOriginalPos;
private Quaternion originalRotation;
private Vector3 currentRecoilRotation;
void Start()
{
gunOriginalPos = gunTransform.localPosition;
originalRotation = gunTransform.localRotation;
}
void Update()
{
gunCurrPos = Vector3.Lerp(gunCurrPos, Vector3.zero, Time.deltaTime * recoverySpeed);
currentRecoilRotation = Vector3.Lerp(currentRecoilRotation, Vector3.zero, Time.deltaTime * recoverySpeed);
gunTransform.localPosition = gunOriginalPos + gunCurrPos;
gunTransform.localRotation = originalRotation * Quaternion.Euler(currentRecoilRotation);
}
public void ApplyRecoil()
{
gunCurrPos += new Vector3(0, 0, -recoilDistance);
currentRecoilRotation += new Vector3(-recoilRotation, Random.Range(-recoilRotation / 2, recoilRotation / 2), 0);
}
}

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@@ -10,6 +10,7 @@ public class PlayerMovement : MonoBehaviour
public float gravity = -9.81f;
public float jumpHeight = 3f;
public Transform groundCheck;
public float groundDistance = 0.4f;
public LayerMask groundMask;