using UnityEngine;
using System.Collections;
public class Weapon : MonoBehaviour {
public float fireRate = 0;
public float Damage = 10;
public LayerMask whatToHit;
float timeToFire = 0;
Transform firePoint;
// Use this for initialization
void Awake () {
firePoint = transform.FindChild ("FirePoint");
if (firePoint == null) {
Debug.LogError ("No firePoint? WHAT?");
}
}
// Update is called once per frame
void Update () {
if (fireRate == 0) {
if (Input.GetButtonDown ("Fire1")) {
Shoot ();
}
}
else {
if (Input.GetButton ("Fire1") && Time.time > timeToFire) {
timeToFire = Time.time + 1 / fireRate;
Shoot();
}
}
}
void Shoot () {
Vector2 mousePosition = new Vector2 (Camera.main.ScreenToWorldPoint (Input.mousePosition).x, Camera.main.ScreenToWorldPoint(Input.mousePosition).y);
Vector2 firePointPosition = new Vector2 (firePoint.position.x, firePoint.position.y);
RaycastHit2D hit = Physics2D.Raycast (firePointPosition, mousePosition, mousePosition-firePointPosition, 100, whatToHit);
Debug.DrawLine (firePointPosition, (mousePosition-firePointPosition)*100, Color.cyan);
if (hit.collider != null)
Debug.DrawLine (firePointPosition, hit.point, Color.red);
Debug.Log ("We hit" + hit.collider.name + "and did " + Damage + " damage. ");
}
}
}
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