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Question by Rich_XR · Nov 14, 2020 at 01:21 PM · raycastaudiotriggerhitcontinuous

Continuous RayCast on GetButtonDown

Hello,

I am having difficulty understanding how to implement a firing raycast that stays continuous on mouse click until let go. I also want the audioclip to trigger every time a box is hit with the continuous raycast.

Here is my code so far:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class RaycastShoot : MonoBehaviour
 {
    
     public int gunDamage = 0;  
     public float fireRate = .25f;
     public float weaponRange = 50f;
     public float hitForce = 100f;
     public Transform gunEnd;
     private Camera fpsCam;
 
     private WaitForSeconds shotDuration = new WaitForSeconds(.07f);
     private AudioSource gunAudio;
     private LineRenderer laserLine;
    
     private float nextFire;
     public AudioClip myClip;
 
     
     void Start()
     {
         
         laserLine = GetComponent<LineRenderer> ();
        
         gunAudio = GetComponent<AudioSource> ();
        
         fpsCam = GetComponentInParent<Camera> ();   
 
     }
 
     void Update()
     {
         //user input
         //check if can fire
         //apply physics
 
         if (Input.GetButtonDown ("Fire1") && Time.time > nextFire)
         {          
             nextFire = Time.time + fireRate;
             StartCoroutine(ShotEffect());
          
             Vector3 rayOrigin = fpsCam.ViewportToWorldPoint (new Vector3 (0.5f, 0.5f, 0));
            
             RaycastHit hit;
             laserLine.SetPosition(0, gunEnd.position);
         
             if (Physics.Raycast(rayOrigin, fpsCam.transform.forward, out hit, weaponRange))
             {
                
                 laserLine.SetPosition(1, hit.point);
                 ShootableBox health = hit.collider.GetComponent<ShootableBox>();
              
                 if (health != null)
                 {
                     
                     health.Damage (gunDamage); 
                 }
              
                 if (hit.rigidbody != null)
                 {
                
                 hit.rigidbody.AddForce (-hit.normal * hitForce);
                 GetComponent<AudioSource>().PlayOneShot ( myClip); 
                 }
                 // if we dont
             }
             else 
             {
               
                 laserLine.SetPosition(1, rayOrigin + (fpsCam.transform.forward * weaponRange));
             }
         }
         
     }
 
     // turn on and off our laser effect - uses coroutine - return IEnumerator
     private IEnumerator ShotEffect()
     {
         gunAudio.Play ();
         laserLine.enabled = true;
         yield return shotDuration;
         laserLine.enabled = false;
 
         
     }
 
 
 
 
 }
 

Your help is greatly appreciated, i am concerned about performability, is this the best way to trigger a sound on raycast hit? Should the audio not be attached to the object and triggered by hit?

Thanks in advance

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avatar image $$anonymous$$ · Nov 14, 2020 at 02:41 PM 0
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You shouldn't use GetButtonDown, but rather GetButton.

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