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$$anonymous$$ · Jun 18, 2019 at 06:28 PM ·
scripting problemgun scriptgunshealth
Need help with burst fire script / adjusting the amount of damage my gun does.
Hello, I'm having some trouble with the gun script I made. I need to know how to add a burst shot and add a timer in between shoots so it won't be a shotgun. And if you could help me on adjusting the amount of damage my gun does that would be much appreciated. Thank you in advance for the great help I'll get.
Oh yeah Here's the script it's in C#
using UnityEngine;
using System.Collections;
public class GunMagnum : MonoBehaviour
{
private const int V = 3;
//Decal
public GameObject decalHit;
public float projectileDestroyTimer = 5f;
//Ámmo
public int maxAmmoTotal = 30; // Max ammo to carry Example: 30
public int maxAmmoInClipTotal = 5; // Max ammo total to be able to reload Example: 5
public int curAmmo = 30; // Current reloadable ammo Example: 30
public int ammoInClip = 8; // Current ammo in clip Example: 5
private bool isReloading = false;
//Animation
public string fireAnimation; //Shoot animation
public string clipEmptyAnim; //Clip empty animation
public string reloadAnimation; //Reload animation
public float reloadTime = 1f; // How long it takes to reload
public Animator reloadAnimations;
public Animator ClipEmptyAnimations;
//GameObjects
public GameObject weapon; //Needed for aiming
public ParticleSystem muzzleflash;
public Animator FireAnimation;
public AudioSource GunSounds;
//Raycast
private RaycastHit rayHit;
public float shootDistance = 200f;
//Recoil
private float defaultRecoil = 50f;
public float recoil = 50f;
public float recoilAiming = 10f;
//Aim
public Vector3 aimPos = Vector3.zero;
private Vector3 defaultPos = Vector3.zero;
public float smoothTime; //How long it takes to get to the aiming position
private Vector3 dampVelocity;
private bool aiming = false;
//Audio
private AudioSource audioSource; //Audio source
public AudioClip fireSound; //Sound when shooting
public AudioSource clipEmptySound; //Sound when clip is empty
public AudioSource reloadSound; //Sound when reloading
//Weapon
public float hitDamage = 12;
public float LastTimeShot;
public float TimeBetweenShots = 1;
public float fireRate = 20f;
private float nextTimeToFire = 0f;
//Only for testing
int removedAmmoRecently; //Only for testing
void Start()
{
defaultPos = weapon.transform.localPosition;
defaultRecoil = recoil;
audioSource = GetComponent<AudioSource>();
}
void Update()
{
AimDownSight();
if (Input.GetButton("Fire1") && Time.time >=nextTimeToFire)
{
nextTimeToFire = Time.time + 1f / fireRate;
Shoot();
}
if(Input.GetButtonDown("Fire2") && !isReloading)
{
aiming = !aiming;
}
if (Input.GetKeyDown(KeyCode.R) && !isReloading)
{
StartCoroutine("Reload");
}
}
void Shoot()
{
if(ammoInClip != 0 && !isReloading)
{
PlaySound(fireSound);
GunSounds.Play();
muzzleflash.Play();
PlayAnimation(fireAnimation);
GetComponent<Animator>().Play("FireAnimation");
ammoInClip--;
Ray ray = Camera.main.ScreenPointToRay(new Vector3(Screen.width/2f + Random.Range(-recoil, recoil), Screen.height/2f + Random.Range(-recoil, recoil), 0f));
if (Physics.Raycast(ray, out rayHit, shootDistance))
{
GameObject decalClone = (GameObject)Instantiate(decalHit, rayHit.point, Quaternion.LookRotation(rayHit.normal, Vector3.forward));
Destroy(decalClone, projectileDestroyTimer);
DoDamage(rayHit);
}
}
else{
clipEmptySound.Play();
GetComponent<Animator>().Play("ClipEmptyAnimation");
}
Debug.Log("Ammo: " + ammoInClip + "/" + curAmmo);
}
void DoDamage(RaycastHit hit)
{
if(hit.transform.tag == "Enemy")
{
if(hit.transform.GetComponent<EnemyHealth>()) //You can change EnemyHealth, to the name of the script that contains the health of the enemy
{
hit.transform.GetComponent<EnemyHealth>().ApplyDamage (3);
}
Debug.Log(hit.transform.name + " has been hit");
}
}
IEnumerator Reload()
{
//If ammoInClip example 5 is equal or greater than 0 and ammoInClip(5) is lower than maxAmmoInClipTotal(The max amount of ammo that can be in a clip) and curAmmo(how much ammo you have like 5/30) is greater than 0
if (ammoInClip >= 0 && ammoInClip < maxAmmoInClipTotal && curAmmo > 0)
{
isReloading = true;
reloadSound.Play();
GetComponent<Animator>().Play("reloadAnimations");
yield return new WaitForSeconds(reloadTime);
removedAmmoRecently = 0; //You can remove this line, it's only for testing.
for (int i = 0; i < maxAmmoInClipTotal; i++)
{
if (ammoInClip == maxAmmoInClipTotal || curAmmo <= 0)
{
break;
}
else
{
ammoInClip++;
curAmmo--;
removedAmmoRecently++; //You can remove this line, it's only for testing. | To check how much ammo has been removed
}
}
isReloading = false;
Debug.Log("Removed " + removedAmmoRecently + " " + "ammo from pocket ammo. Ammo: " + ammoInClip + "/" + curAmmo); //You can remove this line, it's only for testing. | Prints out how much ammo that has been removed, ammo you have in clip, and how much ammo that is left
}
else
{
yield break;
}
}
void PlayAnimation(string anim)
{
if (anim != "")
{
weapon.GetComponent<Animation>().Play(anim);
}
}
void PlaySound(AudioClip clip)
{
if (clip != null)
{
audioSource.PlayOneShot(clip);
}
}
void AimDownSight()
{
if(aiming && weapon.transform.localPosition.normalized != aimPos.normalized)
{
weapon.transform.localPosition = Vector3.SmoothDamp (weapon.transform.localPosition, aimPos, ref dampVelocity, smoothTime);
Debug.Log ("Aiming");
recoil = recoilAiming;
}
if(!aiming && weapon.transform.localPosition.normalized != defaultPos.normalized)
{
weapon.transform.localPosition = Vector3.SmoothDamp (weapon.transform.localPosition, defaultPos, ref dampVelocity, smoothTime);
Debug.Log ("UnAiming");
recoil = defaultRecoil;
}
}
void OnGUI()
{
GUILayout.Label("Ammo: " + ammoInClip + "/" + curAmmo);
}
}
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