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Question by Sansgamer120 · Nov 19, 2020 at 07:14 PM · beginnerweaponexplosion

how to make bullet explode on impact?

I was making a rocket launcher and i need it to explode. i have the code for the rocket laucher. using System.Collections; using UnityEngine;

[RequireComponent(typeof(AudioSource))]

public class SC_Weapon : MonoBehaviour { public bool singleFire = false; public float fireRate = 0.1f; public GameObject bulletPrefab; public Transform firePoint; public int bulletsPerMagazine = 30; public float timeToReload = 1.5f; public float weaponDamage = 15; //How much damage should this weapon deal public AudioClip fireAudio; public AudioClip reloadAudio;

 [HideInInspector]
 public SC_WeaponManager manager;

 float nextFireTime = 0;
 bool canFire = true;
 int bulletsPerMagazineDefault = 0;
 AudioSource audioSource;

 // Start is called before the first frame update
 void Start()
 {
     bulletsPerMagazineDefault = bulletsPerMagazine;
     audioSource = GetComponent<AudioSource>();
     audioSource.playOnAwake = false;
     //Make sound 3D
     audioSource.spatialBlend = 1f;
 }

 // Update is called once per frame
 void Update()
 {
     if (Input.GetMouseButtonDown(0) && singleFire)
     {
         Fire();
     }
     if (Input.GetMouseButton(0) && !singleFire)
     {
         Fire();
     }
     if (Input.GetKeyDown(KeyCode.R) && canFire)
     {
         StartCoroutine(Reload());
     }
 }

 void Fire()
 {
     if (canFire)
     {
         if (Time.time > nextFireTime)
         {
             nextFireTime = Time.time + fireRate;

             if (bulletsPerMagazine > 0)
             {
                 //Point fire point at the current center of Camera
                 Vector3 firePointPointerPosition = manager.playerCamera.transform.position + manager.playerCamera.transform.forward * 100;
                 RaycastHit hit;
                 if (Physics.Raycast(manager.playerCamera.transform.position, manager.playerCamera.transform.forward, out hit, 100))
                 {
                     firePointPointerPosition = hit.point;
                 }
                 firePoint.LookAt(firePointPointerPosition);
                 //Fire
                 GameObject bulletObject = Instantiate(bulletPrefab, firePoint.position, firePoint.rotation);
                 SC_Bullet bullet = bulletObject.GetComponent<SC_Bullet>();
                 //Set bullet damage according to weapon damage value
                 bullet.SetDamage(weaponDamage);

                 bulletsPerMagazine--;
                 audioSource.clip = fireAudio;
                 audioSource.Play();
             }
             else
             {
                 StartCoroutine(Reload());
             }
         }
     }
 }

 IEnumerator Reload()
 {
     canFire = false;

     audioSource.clip = reloadAudio;
     audioSource.Play();

     yield return new WaitForSeconds(timeToReload);

     bulletsPerMagazine = bulletsPerMagazineDefault;

     canFire = true;
 }

 //Called from SC_WeaponManager
 public void ActivateWeapon(bool activate)
 {
     StopAllCoroutines();
     canFire = true;
     gameObject.SetActive(activate);
 }

}

and the rocket

using System.Collections; using UnityEngine;

public class SC_Bullet : MonoBehaviour { public float bulletSpeed = 345; public float hitForce = 50f; public float destroyAfter = 3.5f;

 float currentTime = 0;
 Vector3 newPos;
 Vector3 oldPos;
 bool hasHit = false;

 float damagePoints;

 // Start is called before the first frame update
 IEnumerator Start()
 {
     newPos = transform.position;
     oldPos = newPos;

     while (currentTime < destroyAfter && !hasHit)
     {
         Vector3 velocity = transform.forward * bulletSpeed;
         newPos += velocity * Time.deltaTime;
         Vector3 direction = newPos - oldPos;
         float distance = direction.magnitude;
         RaycastHit hit;

         // Check if we hit anything on the way
         if (Physics.Raycast(oldPos, direction, out hit, distance))
         {
             if (hit.rigidbody != null)
             {
                 hit.rigidbody.AddForce(direction * hitForce);

                 IEntity npc = hit.transform.GetComponent<IEntity>();
                 if (npc != null)
                 {
                     //Apply damage to NPC
                     npc.ApplyDamage(damagePoints);
                 }
             }

             newPos = hit.point; //Adjust new position
             StartCoroutine(DestroyBullet());
         }

         currentTime += Time.deltaTime;
         yield return new WaitForFixedUpdate();

         transform.position = newPos;
         oldPos = newPos;
     }

     if (!hasHit)
     {
         StartCoroutine(DestroyBullet());
     }
 }

 IEnumerator DestroyBullet()
 {
     hasHit = true;
     yield return new WaitForSeconds(0.5f);
     Destroy(gameObject);
 }

 //Set how much damage this bullet will deal
 public void SetDamage(float points)
 {
     damagePoints = points;
 }

}

thanks in advance!

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