Unity Sample: Player Shoot Method

Below is a simple framework for identifying what a player “shoots” at. A click on an object in unity will send a message to the log if an object is stuck by the “bullet”. If no object is struck, nothing will happen. From this framework we could very simply apply damage to the object struck, as well as any other desired effects upon shooting an object or player. The Serialized Field PlayerWeapon is where you could establish the damage, range, fire rate, and other unique attributes of each weapon object.

 

using UnityEngine;

public class PlayerShoot : MonoBehaviour {

[SerializeField]
private PlayerWeapon weapon;

[SerializeField]
private Camera cam;

[SerializeField]
private LayerMask mask;

void Start () {
if (cam == null)
{
Debug.LogError ("No camera referenced in PlayerShoot");
this.enabled = false;
}
}

void Update () {
if (Input.GetButtonDown ("Fire1"))
{
Shoot ();
}
}

void Shoot () {
RaycastHit _hit;
// If we hit something
if (Physics.Raycast (cam.transform.position, cam.transform.forward, out _hit, weapon.range, mask))
{
EnemyShot (_hit.collider.name);
}
}

void EnemyShot (string _colliderName) {
Debug.Log ("Enemy " + _colliderName + " has been Shot");
}
}


 

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out / Change )

Twitter picture

You are commenting using your Twitter account. Log Out / Change )

Facebook photo

You are commenting using your Facebook account. Log Out / Change )

Google+ photo

You are commenting using your Google+ account. Log Out / Change )

Connecting to %s