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using System.Collections.Generic;
using UnityEngine;
public class Gun : MonoBehaviour
{
public float rpm;
public Transform attackPoint;
public Transform bulletCaseDropPoint;
public GameObject bullet;
public GameObject bulletCase;
public int currentAmmo;
public int maxAmmo;
public int magazineSize;
public int ammoToLoad;
public Animator ani;
public bool readyToShoot = true;
public Transform cam;
public float bulletForce;
public PlayerController pc;
public bool reloading = false;
// Start is called before the first frame update
void Start()
{
if(pc==null){
pc = GameObject.FindWithTag("Player").GetComponent<PlayerController>();
}
}
// Update is called once per frame
void Update()
{
if(Input.GetKey(KeyCode.Mouse0) && readyToShoot && currentAmmo>0 && !reloading){
Shoot();
}
}
public void Shoot(){
readyToShoot = false;
currentAmmo--;
GameObject projectile = Instantiate(bullet, attackPoint.position ,cam.rotation);
GameObject bulletShell = Instantiate(bulletCase,
bulletCaseDropPoint.position ,bulletCaseDropPoint.rotation);
Rigidbody bulletRB = projectile.GetComponent<Rigidbody>();
bulletRB.AddForce(projectile.transform.forward * bulletForce, ForceMode.Impulse);
Destroy(projectile, 3);
Rigidbody caseRB = bulletShell.GetComponent<Rigidbody>();
caseRB.AddForce(bulletCaseDropPoint.right*1f + bulletCaseDropPoint.up*1f, ForceMode.Impulse);
Destroy(bulletShell,2f);
Invoke("ResetShoot",rpm);
}
void ResetShoot(){
readyToShoot = true;
}
}
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