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Question by emiratakans · Nov 09, 2020 at 02:42 PM · gunshootautomaticedit

Automatic Shooting Script

I am shooting by mouse fire 1 button but i want my player attack to enemy automathic without any press button. How can i write script about automatic shooting gun please help my code is

using System.Collections; using System.Collections.Generic; using UnityEngine;

public class Weapon : MonoBehaviour {

 public float fireRate = 0;
 public float Damage = 10;
 public LayerMask whatToHit;

 public Transform BulletTrailPrefab;
 public Transform MuzzleFlashPrefab;
 float timeToSpawnEffect = 0;
 public float effectSpawnRate = 10;

 float timeToFire = 0;
 Transform firePoint;


 // Start is called before the first frame update
 void Awake()
 {
     firePoint = transform.Find("FirePoint");
     if (firePoint == null)
     {
         Debug.LogError("No firepoint!! WHAT !!");

     }
 }

 // Update is called once per frame
 void Update()
 { 
     if (fireRate == 0)
     {
         if (Input.GetButtonDown("Fire1"))
         {
             Shoot();
         }
     }

     else
     {
         if(Input.GetButton ("Fire1") && Time.time > timeToFire)
         {
             timeToFire = Time.time + 1 / fireRate;
             Shoot();
         }
     }
 }

 void Shoot()
 {
     Vector2 mousePosition = new Vector2(Camera.main.ScreenToWorldPoint(Input.mousePosition).x, Camera.main.ScreenToWorldPoint(Input.mousePosition).y);
     Vector2 firePointPosition = new Vector2(firePoint.position.x, firePoint.position.y);
     RaycastHit2D hit = Physics2D.Raycast(firePointPosition, mousePosition - firePointPosition, 100, whatToHit);
     if (Time.time >= timeToSpawnEffect)
     {
         Effect();
         timeToSpawnEffect = Time.time + 1 / effectSpawnRate;
     }
     
     Debug.DrawLine(firePointPosition, (mousePosition - firePointPosition) * 100, Color.cyan);
     if (hit.collider != null)
     {
         Debug.DrawLine(firePointPosition, hit.point, Color.red);
         Debug.Log("We hit" + hit.collider.name + "and did" + Damage + "damage.");
     }
 }

 void Effect ()
 {
     Instantiate(BulletTrailPrefab, firePoint.position, firePoint.rotation);
     Transform clone = Instantiate(MuzzleFlashPrefab, firePoint.position, firePoint.rotation) as Transform;
     clone.parent = firePoint;
     float size = Random.Range(0.6f, 0.9f);
     clone.localScale = new Vector3(size, size, size);
     Destroy(clone.gameObject, 0.02f);
 }

} ,how can i write script automatic shooting my code is:

using System.Collections; using System.Collections.Generic; using UnityEngine;

public class Weapon : MonoBehaviour {

 public float fireRate = 0;
 public float Damage = 10;
 public LayerMask whatToHit;

 public Transform BulletTrailPrefab;
 public Transform MuzzleFlashPrefab;
 float timeToSpawnEffect = 0;
 public float effectSpawnRate = 10;

 float timeToFire = 0;
 Transform firePoint;


 // Start is called before the first frame update
 void Awake()
 {
     firePoint = transform.Find("FirePoint");
     if (firePoint == null)
     {
         Debug.LogError("No firepoint!! WHAT !!");

     }
 }

 // Update is called once per frame
 void Update()
 { 
     if (fireRate == 0)
     {
         if (Input.GetButtonDown("Fire1"))
         {
             Shoot();
         }
     }

     else
     {
         if(Input.GetButton ("Fire1") && Time.time > timeToFire)
         {
             timeToFire = Time.time + 1 / fireRate;
             Shoot();
         }
     }
 }

 void Shoot()
 {
     Vector2 mousePosition = new Vector2(Camera.main.ScreenToWorldPoint(Input.mousePosition).x, Camera.main.ScreenToWorldPoint(Input.mousePosition).y);
     Vector2 firePointPosition = new Vector2(firePoint.position.x, firePoint.position.y);
     RaycastHit2D hit = Physics2D.Raycast(firePointPosition, mousePosition - firePointPosition, 100, whatToHit);
     if (Time.time >= timeToSpawnEffect)
     {
         Effect();
         timeToSpawnEffect = Time.time + 1 / effectSpawnRate;
     }
     
     Debug.DrawLine(firePointPosition, (mousePosition - firePointPosition) * 100, Color.cyan);
     if (hit.collider != null)
     {
         Debug.DrawLine(firePointPosition, hit.point, Color.red);
         Debug.Log("We hit" + hit.collider.name + "and did" + Damage + "damage.");
     }
 }

 void Effect ()
 {
     Instantiate(BulletTrailPrefab, firePoint.position, firePoint.rotation);
     Transform clone = Instantiate(MuzzleFlashPrefab, firePoint.position, firePoint.rotation) as Transform;
     clone.parent = firePoint;
     float size = Random.Range(0.6f, 0.9f);
     clone.localScale = new Vector3(size, size, size);
     Destroy(clone.gameObject, 0.02f);
 }

}

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