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Question by rayith · Aug 08, 2021 at 05:12 PM · animationdeathgun script

trying make a working raycast damage and death

made a gun script with animation, muzzle flash, and sound now trying add raycats damage and death, this what I got so far the top is the gun script, and bottom is the death and animation script

ps the creature ur shooting is a evil doll

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class rifle : MonoBehaviour
 {
     public bool isFiring = false;
     public GameObject muzzleFlash;
     public AudioSource gunshot;
     public GameObject m1;
     public float damage = 10f;
     public float range = 100f;
     float firerate = 0.1f;
     float waitfire;
 
     public Camera fpsCam;
 
     void Update()
     {
         if (Input.GetMouseButton(0))
         {
             if (isFiring == false)
             {
                 StartCoroutine(FirethePistol());
             }
         }
     }
 
     IEnumerator FirethePistol()
     {
         isFiring = true;
         m1.GetComponent<Animator>().Play("shotgun");
         gunshot.Play();
         muzzleFlash.SetActive(true);
         yield return new WaitForSeconds(0.05f);
         muzzleFlash.SetActive(false);
         yield return new WaitForSeconds(0.2f);
         m1.GetComponent<Animator>().Play("none");
         isFiring = false;
 
         RaycastHit hit;
         if (Physics.Raycast(fpsCam.transform.position, fpsCam.transform.forward, out hit, range))
         {
             Debug.Log(hit.transform.name);
 
             Target target = hit.transform.GetComponent<Target>();
             if (target != null)
             {
                 target.TakeDamage(damage);
             }
         }
 
     }
 }

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class Target : MonoBehaviour
 {
     public float health = 50f;
     public bool dolldying = false;
     public float doll;
 
     public void TakeDamage (float amount)
     {
         health -= amount;
         if (health <= 0f)
         {
             Die();
         }
     }
 
     void Die ()
     {
         doll.GetComponent<Animator>().Play("deaddoll");
         dolldying.Play();
         yield return new WaitForSeconds(0.05f);
         Destroy(gameObject);
     }
 }




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avatar image rage_co · Aug 09, 2021 at 02:35 AM 0
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What are you doing in the target class, why is doll a float when you want to get it's component and why is dolldying a bool, if so why are you playing a bool?

avatar image rayith rage_co · Aug 10, 2021 at 12:19 AM 0
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cause there are multiple dolls of different type, dollydying is the animation of the dolls death

avatar image rage_co rayith · Aug 10, 2021 at 04:31 AM 0
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but you have defined doll as a float and dolldying is defined as a bool? Can you explain in detail what exactly you are ai$$anonymous$$g to achieve and what exactly is the problem?...im sorry but this is really confusing

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