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RaycastShoot.cs
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RaycastShoot.cs
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using System.Collections;
using UnityEngine;
using UnityEngine.UI;
public class RaycastShoot : MonoBehaviour
{
public int gunDamage = 1;
public float fireRate = .012f;
public float weaponRange = 50f;
public float hitForce = 100f;
public float recoil;
public float gunHeatCoef = 5;
public float gunHeatThreshold = 15;
public Transform gunEnd;
public Text heatText;
public Image progressBar;
private Camera fpsCam;
private float nextFire;
private float nextAudioPlay;
private RaycastHit hit;
private ParticleSystem traceParticle;
private Vector3 rayOrigin;
private Vector3 direction;
private AudioSource audioSourceShot;
private GameObject muzzleFlash;
private float gunHeat;
private bool isOverHeat;
void Start()
{
fpsCam = GetComponentInParent<Camera>();
audioSourceShot = GetComponent<AudioSource>();
muzzleFlash = GameObject.FindWithTag("MuzzleFlash");
muzzleFlash.SetActive(false);
gunHeat = 0;
isOverHeat = false;
}
void Update()
{
if (Input.GetButton("Fire1") && Time.time > nextFire && !isOverHeat)
{
traceParticle = ObjectPooler.current.GetPooledGameObject().GetComponent<ParticleSystem>();
if (traceParticle == null) return;
gunHeat++;
nextFire = Time.time + fireRate;
StartCoroutine(ShotEffect(muzzleFlash, fireRate * 0.9f));
audioSourceShot.Play();
traceParticle.transform.position = gunEnd.transform.position;
traceParticle.transform.rotation = Quaternion.LookRotation(fpsCam.transform.forward * weaponRange);
traceParticle.gameObject.SetActive(true);
// traceParticle.Stop();
// traceParticle.Play();
traceParticle.Emit(1);
}
else
{
CoolDown();
}
if (gunHeat >= gunHeatThreshold)
{
isOverHeat = true;
}
else if (gunHeat <= 0)
{
isOverHeat = false;
}
// Debug.Log(progressBar.rectTransform.sizeDelta);
progressBar.rectTransform.sizeDelta = new Vector2(
Mathf.Lerp(progressBar.rectTransform.sizeDelta.x, gunHeat / gunHeatThreshold * 100, 0.2f),
20.0f
);
heatText.text = "Heat: " + gunHeat + ", delta: " + Time.deltaTime;
}
private void CoolDown()
{
gunHeat = Mathf.Max(0, Mathf.MoveTowards(gunHeat, 0, Time.deltaTime * gunHeatCoef));
}
private IEnumerator ShotEffect(GameObject muzzleFlashGameObject, float duration)
{
muzzleFlashGameObject.SetActive(true);
yield return new WaitForSeconds(duration);
muzzleFlash.SetActive(false);
}
}
// private float shotDuration;
// private Vector3 RecoilDirection(Vector3 initial)
// {
// return new Vector3(
// Recoil(initial.x),
// Recoil(initial.y),
// Recoil(initial.z)
// );
// }
// private float Recoil(float initial)
// {
// return initial * (1 + Random.Range(0.0f, recoil));
// }
//}
// private Vector3 bulletDestination;
// StartCoroutine(ShotParticleWait(shotDuration));
/*rayOrigin = fpsCam.ViewportToWorldPoint(new Vector3(.5f, .5f, 0f));
direction = RecoilDirection(fpsCam.transform.forward);*/
// shotDuration = 1 / traceParticle.emission.rateOverTime.constant;
// traceParticle.Stop();
/*if (Physics.Raycast(rayOrigin, direction, out hit, weaponRange))
{
// bulletDestination = hit.point - gunEnd.position;
ShootableBox health = hit.collider.GetComponent<ShootableBox>();
if (health != null)
{
health.Damage(gunDamage);
}
// if (!traceParticle.isPlaying)
// {
// traceParticle.Play();
// }
// if (!audioSourceShot.isPlaying)
// {
// audioSourceShot.Stop();
// traceParticle = GetComponentInChildren<ParticleSystem>();
if (hit.rigidbody != null)
{
// hit.rigidbody.AddForce(-hit.normal * hitForce);
}
}*/
// else
// {
// bulletDestination = direction * weaponRange;
// }
// traceParticle.randomSeed = (uint)Random.Range(0, int.MaxValue);
// traceParticle.enableEmission = true;
// Random.InitState((int) Random.value);
// traceParticle.randomSeed = (uint) Random.value;
// ParticleSystem.EmitParams paramss = new ParticleSystem.EmitParams();
// paramss.randomSeed = (uint)Random.Range(0, int.MaxValue);
// if (Input.GetButtonUp("Fire1"))
// {
// traceParticle.enableEmission = false;
// }
// private IEnumerator ShotHitResult(float duration)
// {
// yield return new WaitForSeconds(duration);
// }