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using UnityEngine; public class PlayerShooting : MonoBehaviour { Animator animator; public GameObject prefab; public GameObject shootPoint; public ParticleSystem muzzleEffect; public AudioSource shootSound; public int bulletsAmount; float lastShootTime; public float fireRate; void Awake() { animator = GetComponent<Animator>(); } void Update() { if (Input.GetKey(KeyCode.Mouse0) && bulletsAmount > 0 && Time.timeScale > 0) { animator.SetBool("Shooting", true); var timeSinceLastShoot = Time.time - lastShootTime; if (timeSinceLastShoot < fireRate) return; lastShootTime = Time.time; bulletsAmount--; muzzleEffect.Play(); shootSound.Play(); GameObject clone = Instantiate(prefab); clone.transform.position = shootPoint.transform.position; clone.transform.rotation = shootPoint.transform.rotation; } else { animator.SetBool("Shooting", false); } } }
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