Add shooting rays and crosshair
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serializedVersion: 10
|
serializedVersion: 10
|
||||||
m_SubMeshes:
|
m_SubMeshes:
|
||||||
- serializedVersion: 2
|
- serializedVersion: 2
|
||||||
@ -17294,7 +17294,7 @@ Mesh:
|
|||||||
m_CorrespondingSourceObject: {fileID: 0}
|
m_CorrespondingSourceObject: {fileID: 0}
|
||||||
m_PrefabInstance: {fileID: 0}
|
m_PrefabInstance: {fileID: 0}
|
||||||
m_PrefabAsset: {fileID: 0}
|
m_PrefabAsset: {fileID: 0}
|
||||||
m_Name: pb_Mesh16652
|
m_Name: pb_Mesh21478
|
||||||
serializedVersion: 10
|
serializedVersion: 10
|
||||||
m_SubMeshes:
|
m_SubMeshes:
|
||||||
- serializedVersion: 2
|
- serializedVersion: 2
|
||||||
@ -17550,7 +17550,7 @@ Mesh:
|
|||||||
m_CorrespondingSourceObject: {fileID: 0}
|
m_CorrespondingSourceObject: {fileID: 0}
|
||||||
m_PrefabInstance: {fileID: 0}
|
m_PrefabInstance: {fileID: 0}
|
||||||
m_PrefabAsset: {fileID: 0}
|
m_PrefabAsset: {fileID: 0}
|
||||||
m_Name: pb_Mesh16664
|
m_Name: pb_Mesh21490
|
||||||
serializedVersion: 10
|
serializedVersion: 10
|
||||||
m_SubMeshes:
|
m_SubMeshes:
|
||||||
- serializedVersion: 2
|
- serializedVersion: 2
|
||||||
@ -17888,7 +17888,7 @@ Mesh:
|
|||||||
m_CorrespondingSourceObject: {fileID: 0}
|
m_CorrespondingSourceObject: {fileID: 0}
|
||||||
m_PrefabInstance: {fileID: 0}
|
m_PrefabInstance: {fileID: 0}
|
||||||
m_PrefabAsset: {fileID: 0}
|
m_PrefabAsset: {fileID: 0}
|
||||||
m_Name: pb_Mesh16268
|
m_Name: pb_Mesh20978
|
||||||
serializedVersion: 10
|
serializedVersion: 10
|
||||||
m_SubMeshes:
|
m_SubMeshes:
|
||||||
- serializedVersion: 2
|
- serializedVersion: 2
|
||||||
@ -18052,7 +18052,7 @@ Mesh:
|
|||||||
m_CorrespondingSourceObject: {fileID: 0}
|
m_CorrespondingSourceObject: {fileID: 0}
|
||||||
m_PrefabInstance: {fileID: 0}
|
m_PrefabInstance: {fileID: 0}
|
||||||
m_PrefabAsset: {fileID: 0}
|
m_PrefabAsset: {fileID: 0}
|
||||||
m_Name: pb_Mesh16434
|
m_Name: pb_Mesh21192
|
||||||
serializedVersion: 10
|
serializedVersion: 10
|
||||||
m_SubMeshes:
|
m_SubMeshes:
|
||||||
- serializedVersion: 2
|
- serializedVersion: 2
|
||||||
|
@ -49,8 +49,10 @@ namespace NeonTea.Quakeball.Players {
|
|||||||
|
|
||||||
ShootAction = new InputAction("Shoot", binding: "<Mouse>/leftButton");
|
ShootAction = new InputAction("Shoot", binding: "<Mouse>/leftButton");
|
||||||
ShootAction.performed += _ => {
|
ShootAction.performed += _ => {
|
||||||
ShootData shootData = new ShootData(Player.Pitch, Player.Yaw, Player.CreateSyncPacket());
|
if (Networking.Net.Singleton.Instance != null) {
|
||||||
Networking.Net.Singleton.Instance.LocalPlayerAction(PlayerAction.Shoot, shootData);
|
ShootData shootData = new ShootData(Player.Pitch, Player.Yaw, Player.CreateSyncPacket());
|
||||||
|
Networking.Net.Singleton.Instance.LocalPlayerAction(PlayerAction.Shoot, shootData);
|
||||||
|
}
|
||||||
Player.Shoot();
|
Player.Shoot();
|
||||||
};
|
};
|
||||||
|
|
||||||
|
@ -22,6 +22,12 @@ namespace NeonTea.Quakeball.Players {
|
|||||||
public Transform Gun;
|
public Transform Gun;
|
||||||
public Animator GunBobber;
|
public Animator GunBobber;
|
||||||
|
|
||||||
|
[Header("Shooting")]
|
||||||
|
[Tooltip("For raycasting the shoot target.")]
|
||||||
|
public Transform CameraRoot;
|
||||||
|
public Transform BulletSourcePoint;
|
||||||
|
public LayerMask BulletHitLayer;
|
||||||
|
|
||||||
[Header("Visuals")]
|
[Header("Visuals")]
|
||||||
public DesyncLerper[] Lerpables;
|
public DesyncLerper[] Lerpables;
|
||||||
|
|
||||||
@ -135,7 +141,22 @@ namespace NeonTea.Quakeball.Players {
|
|||||||
}
|
}
|
||||||
|
|
||||||
public void Shoot() {
|
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() {
|
public bool IsGrounded() {
|
||||||
|
8
Assets/Sprites.meta
Normal file
8
Assets/Sprites.meta
Normal file
@ -0,0 +1,8 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: e9cb629d803014f48b2206b875c1f76c
|
||||||
|
folderAsset: yes
|
||||||
|
DefaultImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
1
CREDITS.md
Normal file
1
CREDITS.md
Normal file
@ -0,0 +1 @@
|
|||||||
|
- [Crosshair](Assets/Sprites/Crosshair.png) by MarkieAnn Packer from the Noun Project
|
Loading…
Reference in New Issue
Block a user