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using System.Collections.Generic;
using UnityEngine;
public class Weapon : MonoBehaviour
{
[Header("References")]
public Transform cam;
public Transform attackPoint;
public GameObject bullet;
[Header("Settings")]
public int ammo;
public float rpm;
[Header("Shoot")]
public KeyCode shootKey = KeyCode.Mouse0;
public float bulletForce;
public float bulletUpwardForce;
bool readyToShoot;
public Animator animator;
// Start is called before the first frame update
void Start()
{
readyToShoot = true;
}
// Update is called once per frame
void Update()
{
if(Input.GetKeyDown(shootKey)&& readyToShoot && ammo > 0)
{
Buudah();
}
if(Input.GetKeyDown(KeyCode.R)||ammo <= 0)
{
Reload();
}
}
void Reload()
{
if(ammo>0 && ammo < 30)
{
animator.Play("Reload", 0, 0.0f);
Debug.Log("Reloading with ammo");
}
else if (ammo <= 0)
{
animator.Play("Reload Empty", 0, 0.0f);
Debug.Log("Reloading without ammo");
ammo = 30;
}
else
{
Debug.Log("ammo full");
}
}
void Buudah()
{
readyToShoot = false;
GameObject projectile =
Instantiate(bullet, attackPoint.position, cam.rotation);
Rigidbody bulletRB = projectile.GetComponent<Rigidbody>();
Vector3 forceToAdd = cam.transform.forward * bulletForce
+ transform.up * bulletUpwardForce;
bulletRB.AddForce(forceToAdd,ForceMode.Impulse);
ammo--;
Invoke(nameof(ResetShoot), rpm);
}
private void ResetShoot()
{
readyToShoot = true;
}
}
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