Gun
var gun : GameObject; //your weapon
var shotsite : GameObject; //site of instantiate the bullet
var bullet : GameObject; //bullet to shoot
var cantBullet : int; // amount of bullets
var maxCantBullet : int; //maximun amount of bullets for municion
var municion : int; //amount of municion
private var timeS : float; //time intermediate for shooting
var timeSM : float; //Maximun time for shoot
function Update(){
shoot();
}
function shoot(){
if(timeS>0){
timeS -= Time.deltaTime;
}else{
if(Input.GetButtonDown("Fire1")){
if(cantBullet > 0){
shootB();
timeS = timeSM;
}else{ //if not have munition in the charger
if(municion > 0){ //if have more chargers, recargate gun
cantBullet = maxCantBullet;
municion--;
}
}
}
}
if(Input.GetKeyDown("r")){ //to recharge ammo
if(municion > 0){
cantBullet = maxCantBullet;
municion--;
}
}
}
function shootB(){
Instantiate(bullet, shotsite.transform.position, shotsite.transform.rotation);
}
Bullet
private var r : Rigidbody; //the bullet need a rigidbody and a collider trigger
var speed: float;
var particle : GameObject;
function Start () {
r = GetComponent.<Rigidbody>();
}
function Update () {
r.MovePosition(transform.position + transform.forward * speed* Time.deltaTime);
}
function OnTriggerEnter(other : Collider){
if(other.tag == "enviroment"){
Instantiate(particle, transform.position, transform.rotation);
Destroy(this.gameObject);
}
}
That is all n_n
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