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Question by Kharief · Oct 11, 2016 at 05:22 AM · mouselooklookrotationgun movement

Mouse Look and Audio

Hello i am making a third person top down game, but there is a problem wth my scripts when i move my mouse my character doesnt follow correctly also when i shoot my gun its sounds like the audio is being repeated. Thanks in Advance

Camera

using UnityEngine; using System.Collections;

public class GameCamera : MonoBehaviour {

 private Vector3 cameraTarget;

 private Transform target;

 void Start () {
     target = GameObject.FindGameObjectWithTag("Player").transform;
 }
 
 void Update () {
     cameraTarget = new Vector3(target.position.x,transform.position.y,target.position.z);
     transform.position = Vector3.Lerp(transform.position,cameraTarget,Time.deltaTime * 8);
 }

}

Gun

using UnityEngine; using System.Collections;

[RequireComponent (typeof (AudioSource))] public class Gun : MonoBehaviour {

 public enum GunType { Semi, Burst, Auto };
 public GunType gunType;
 public float rpm;

 // Components
 public Transform spawn;
 private LineRenderer tracer;

 // System:
 private float secondsBetweenShots;
 private float nextPossibleShootTime;

 void Start() {
     secondsBetweenShots = 60 / rpm;
     if (GetComponent<LineRenderer>())        {
         tracer = GetComponent<LineRenderer>();
     }
 }

 public void Shoot()  {

     if (CanShoot())
     {
         Ray ray = new Ray(spawn.position, spawn.forward);
         RaycastHit hit;

         float shotDistance = 20;

         if (Physics.Raycast(ray, out hit, shotDistance))
         {
             shotDistance = hit.distance;
         }

         nextPossibleShootTime = Time.time + secondsBetweenShots;

         GetComponent<AudioSource>().Play();

         if (tracer)  {
             StartCoroutine("RenderTracer", ray.direction * shotDistance);
         }
     }

 }

 public void ShootContinuous()  {
     if (gunType == GunType.Auto) {
         Shoot ();
     }
 }

 private bool CanShoot() {
     bool canShoot = true;

     if (Time.time < nextPossibleShootTime) {
         canShoot = false;
     }

     return canShoot;
 }

 IEnumerator RenderTracer(Vector3 hitPoint)    {
     tracer.enabled = true;
     tracer.SetPosition(0, spawn.position);
     tracer.SetPosition(1, spawn.position + hitPoint);

     yield return null;
     tracer.enabled = false;
 }

}

Player Controller

using UnityEngine; using System.Collections; using System;

[RequireComponent(typeof(CharacterController))] public class PlayerController : MonoBehaviour {

 public float rotationSpeed = 450;
 public float walkSpeed = 5;
 public float runSpeed = 8;

 // System
 private Quaternion targetRotation;

 // Components 
 public Gun gun;
 private CharacterController controller;
 private Camera cam;

 void Start()
 {
     controller = GetComponent<CharacterController>();
     cam = Camera.main;
 }

 void Update()
 {
     ControlMouse();
     //ControlWASD();

     if (Input.GetButtonDown("Shoot")) {
         gun.Shoot();
     }
     else if (Input.GetButton("Shoot")) {
         gun.ShootContinuous();
     }
 }

 void ControlMouse()
 {

     Vector3 mousePos = Input.mousePosition;
     mousePos = cam.ScreenToWorldPoint(new Vector3(mousePos.x, mousePos.y, cam.transform.position.y - transform.position.y));
     targetRotation = Quaternion.LookRotation(mousePos);
     transform.eulerAngles = Vector3.up * Mathf.MoveTowardsAngle(transform.eulerAngles.y, targetRotation.eulerAngles.y, rotationSpeed * Time.deltaTime);

     Vector3 input = new Vector3(Input.GetAxisRaw("Horizontal"), 0, Input.GetAxisRaw("Vertical"));
     Vector3 motion = input;
     motion *= (Mathf.Abs(input.x) == 1 && Mathf.Abs(input.z) == 1) ? .7f : 1;
     motion *= (Input.GetButton("Run")) ? runSpeed : walkSpeed;
     motion += Vector3.up * -8;

     controller.Move(motion * Time.deltaTime);

 }

 void ControlWASD()
 {
     Vector3 input = new Vector3(Input.GetAxisRaw("Horizontal"), 0, Input.GetAxisRaw("Vertical"));

     if (input != Vector3.zero)
     {
         targetRotation = Quaternion.LookRotation(input);
         transform.eulerAngles = Vector3.up * Mathf.MoveTowardsAngle(transform.eulerAngles.y, targetRotation.eulerAngles.y, rotationSpeed * Time.deltaTime);
     }

     Vector3 motion = input;
     motion *= (Mathf.Abs(input.x) == 1 && Mathf.Abs(input.z) == 1) ? .7f : 1;
     motion *= (Input.GetButton("Run")) ? runSpeed : walkSpeed;
     motion += Vector3.up * -8;

     controller.Move(motion * Time.deltaTime);
 }

}

I also made a video showing my problem : https://www.youtube.com/watch?v=1NzSF33t8fs&feature=youtu.be

Thank you

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Answer by Kharief · Oct 15, 2016 at 06:20 AM

Bump?? Anyone?

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