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Question by emiratakans · Nov 10, 2020 at 09:44 PM · shootaimautomaticeditgun script

i want my hero can do auto aim or auto shooting

i want to auto aim or auto shooting for my hero please help me my code is

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

public class Weapon : MonoBehaviour {

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

 public Transform BulletTrailPrefab;
 public Transform HitPrefab;
 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);
     
     Debug.DrawLine(firePointPosition, (mousePosition - firePointPosition) * 100, Color.cyan);
     if (hit.collider != null)
     {
         Debug.DrawLine(firePointPosition, hit.point, Color.red);
         Enemy enemy = hit.collider.GetComponent<Enemy>();
         if (enemy!=null)
         {
             enemy.DamageEnemy(Damage);
             Debug.Log("We hit" + hit.collider.name + "and did" + Damage + "damage.");
         }
     }

     if (Time.time >= timeToSpawnEffect)
     {

         Vector3 hitPos;
         Vector3 hitNormal;
         if (hit.collider == null)
         {
             hitPos = (mousePosition - firePointPosition) * 30;
             hitNormal = new Vector3(9999, 9999, 9999);
         }
            
         else
         {
             hitPos = hit.point;
             hitNormal = hit.normal;
         }
 

         Effect(hitPos, hitNormal);
         timeToSpawnEffect = Time.time + 1 / effectSpawnRate;
     }
 }

 void Effect (Vector3 hitPos, Vector3 hitNormal)
 {
     Transform trail = Instantiate(BulletTrailPrefab, firePoint.position, firePoint.rotation) as Transform;
     LineRenderer lr = trail.GetComponent<LineRenderer>();

     if(lr != null)
     {
         lr.SetPosition(0, firePoint.position);
         lr.SetPosition(1, hitPos);
     }

     Destroy(trail.gameObject, 0.04f);

     if (hitNormal != new Vector3(9999, 9999, 9999))
     {
         Transform hitParticle = Instantiate(HitPrefab, hitPos, Quaternion.FromToRotation(Vector3.right, hitNormal)) as Transform;
         Destroy(hitParticle.gameObject, 1f);
     }

     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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