Add shooting rays and crosshair

This commit is contained in:
Jens Pitkänen 2020-08-08 06:20:23 +03:00
parent 7d60350142
commit 07720ef5e6
7 changed files with 132 additions and 29 deletions

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@ -49,8 +49,10 @@ namespace NeonTea.Quakeball.Players {
ShootAction = new InputAction("Shoot", binding: "<Mouse>/leftButton");
ShootAction.performed += _ => {
ShootData shootData = new ShootData(Player.Pitch, Player.Yaw, Player.CreateSyncPacket());
Networking.Net.Singleton.Instance.LocalPlayerAction(PlayerAction.Shoot, shootData);
if (Networking.Net.Singleton.Instance != null) {
ShootData shootData = new ShootData(Player.Pitch, Player.Yaw, Player.CreateSyncPacket());
Networking.Net.Singleton.Instance.LocalPlayerAction(PlayerAction.Shoot, shootData);
}
Player.Shoot();
};

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@ -22,6 +22,12 @@ namespace NeonTea.Quakeball.Players {
public Transform Gun;
public Animator GunBobber;
[Header("Shooting")]
[Tooltip("For raycasting the shoot target.")]
public Transform CameraRoot;
public Transform BulletSourcePoint;
public LayerMask BulletHitLayer;
[Header("Visuals")]
public DesyncLerper[] Lerpables;
@ -135,7 +141,22 @@ namespace NeonTea.Quakeball.Players {
}
public void Shoot() {
Terminal.Singleton.Println("<color=#F00><b>BANG!</b></color>");
Vector3 From = CameraRoot.position;
Vector3 Direction = CameraRoot.forward;
RaycastHit Hit;
if (Physics.Raycast(From, Direction, out Hit)) {
Vector3 To = Hit.point;
Vector3 GunPoint = BulletSourcePoint.position;
Vector3 Delta = To - GunPoint;
if (Physics.Raycast(GunPoint, Delta, out Hit, Delta.magnitude, BulletHitLayer)) {
Player Player = Hit.rigidbody.GetComponent<Player>();
if (Player != null) {
Debug.DrawLine(GunPoint, To, Color.red, 5f);
}
} else {
Debug.DrawLine(GunPoint, To, Color.yellow, 5f);
}
}
}
public bool IsGrounded() {

8
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1
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@ -0,0 +1 @@
- [Crosshair](Assets/Sprites/Crosshair.png) by MarkieAnn Packer from the Noun Project