using System.Collections; using System.Collections.Generic; using UnityEngine; [RequireComponent(typeof(AudioSource))] public class Shooting : MonoBehaviour { public Texture2D crosshairTexture; public AudioClip pistolShot; public int maxAmmo = 200; public int clipSize = 10; private int currentAmmo = 30; private int currentClip; private float range = 100.0f; private GameObject pistolSparks; private Vector3 fwd; private RaycastHit hit; private Rect position; void Start () { Cursor.visible = false; position = new Rect((Screen.width - crosshairTexture.width) / 2, (Screen.height - crosshairTexture.height) / 2, crosshairTexture.width, crosshairTexture.height); pistolSparks = GameObject.Find("Sparks"); pistolSparks.GetComponent().emit = false; GetComponent().clip = pistolShot; currentClip = clipSize; } void Update () { fwd = transform.TransformDirection(Vector3.forward); if(Input.GetButtonDown("Fire1")) && currentClip > 0) { currentClip--; pistolSparks.GetComponent().Emit(); GetComponent().Play(); if (Physics.Raycast(transform.position, fwd, out hit)) { if (hit.transform.tag == "Enemy" && hit.distance < range) { Debug.Log("Trafiony przeciwnik"); } else if (hit.distance < range) { Debug.Log("Trafiona Sciana"); } } } } void OnGUI() { GUI.DrawTexture(position, crosshairTexture); } }