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Question by rodzyn3375 · Feb 06 at 09:52 AM · shootingfov

hello can someone help me combine this two scripts ?

i need to shoot if player is in the range and i dont know how to do this :(

this is the shooting script:

 public float minDamage;
 public float maxDamage;
 public float cooldown;


 public Transform firePoint;
 public float bulletSpeed = 50;

 public GameObject projectile;
 private GameObject player;

 // Start is called before the first frame update
 void Start()
 {
     StartCoroutine(ShootPlayer());
     player = FindObjectOfType<PlayerMovement>().gameObject;
 }


 IEnumerator ShootPlayer()
 {    
     yield return new WaitForSeconds(cooldown);
     if (player != null)
     {

         GameObject bulletClone = Instantiate(projectile, transform.position, Quaternion.identity);
         Vector2 myPos = transform.position;
         Vector2 TargetPos = player.transform.position;
         Vector2 direction = (TargetPos - myPos).normalized;
         bulletClone.GetComponent<Rigidbody2D>().velocity = direction * bulletSpeed;
         bulletClone.GetComponent<Enemytest>().damage = Random.Range(minDamage, maxDamage);
         StartCoroutine(ShootPlayer());

         FindObjectOfType<AudioManager>().Play("gs");
     }


 }

and this is the FOV script:

 public float radius;
 [Range(0, 360)]
 public float angle;

 public GameObject playerRef;

 public LayerMask targetLayer;
 public LayerMask obstructionLayer;

 public bool canSeePlayer { get; private set; }

 private void Start()
 {
     playerRef = GameObject.FindGameObjectWithTag("Player");
     StartCoroutine(FOVRoutine());
 }

 private IEnumerator FOVRoutine()
 {
     WaitForSeconds wait = new WaitForSeconds(0.2f);

     while (true)
     {
         yield return wait;
         FOV();
     }
 }

 private void FOV()
 {
     Collider2D[] rangeChecks = Physics2D.OverlapCircleAll(transform.position, radius, targetLayer);

     if (rangeChecks.Length > 0)
     {
         Transform target = rangeChecks[0].transform;
         Vector2 directionToTarget = (target.position - transform.position).normalized;

         if (Vector2.Angle(transform.up, directionToTarget) < angle / 2)
         {
             float distanceToTarget = Vector2.Distance(transform.position, target.position);

             if (!Physics2D.Raycast(transform.position, directionToTarget, distanceToTarget, obstructionLayer))
                 canSeePlayer = true;
             else
                 canSeePlayer = false;
         }
         else
             canSeePlayer = false;
     }
     else if (canSeePlayer)
         canSeePlayer = false;
 }

 private void OnDrawGizmos()
 {
     Gizmos.color = Color.white;
     UnityEditor.Handles.DrawWireDisc(transform.position, Vector3.forward, radius);

     Vector3 angle01 = DirectionFromAngle(-transform.eulerAngles.z, -angle / 2);
     Vector3 angle02 = DirectionFromAngle(-transform.eulerAngles.z, angle / 2);

     Gizmos.color = Color.yellow;
     Gizmos.DrawLine(transform.position, transform.position + angle01 * radius);
     Gizmos.DrawLine(transform.position, transform.position + angle02 * radius);

     if (canSeePlayer)
     {
         Gizmos.color = Color.green;
         Gizmos.DrawLine(transform.position,playerRef.transform.position);
     }
 }

 private Vector2 DirectionFromAngle(float eulerY, float angleInDegrees)
 {
     angleInDegrees += eulerY;

     return new Vector2(Mathf.Sin(angleInDegrees * Mathf.Deg2Rad), Mathf.Cos(angleInDegrees * Mathf.Deg2Rad));
 }


thanks in advance

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