shooting unity code example
Example: unity shooting script
using UnityEngine;
public class Gun : MonoBehaviour {
public enum ShootState {
Ready,
Shooting,
Reloading
}
private float muzzleOffset;
[Header("Magazine")]
public GameObject round;
public int ammunition;
[Range(0.5f, 10)] public float reloadTime;
private int remainingAmmunition;
[Header("Shooting")]
[Range(0.25f, 25)] public float fireRate;
public int roundsPerShot;
[Range(0.5f, 100)] public float roundSpeed;
[Range(0, 45)] public float maxRoundVariation;
private ShootState shootState = ShootState.Ready;
private float nextShootTime = 0;
void Start() {
muzzleOffset = GetComponent<Renderer>().bounds.extents.z;
remainingAmmunition = ammunition;
}
void Update() {
switch(shootState) {
case ShootState.Shooting:
if(Time.time > nextShootTime) {
shootState = ShootState.Ready;
}
break;
case ShootState.Reloading:
if(Time.time > nextShootTime) {
remainingAmmunition = ammunition;
shootState = ShootState.Ready;
}
break;
}
}
public void Shoot() {
if(shootState == ShootState.Ready) {
for(int i = 0; i < roundsPerShot; i++) {
GameObject spawnedRound = Instantiate(
round,
transform.position + transform.forward * muzzleOffset,
transform.rotation
);
spawnedRound.transform.Rotate(new Vector3(
Random.Range(-1f, 1f) * maxRoundVariation,
Random.Range(-1f, 1f) * maxRoundVariation,
0
));
Rigidbody rb = spawnedRound.GetComponent<Rigidbody>();
rb.velocity = spawnedRound.transform.forward * roundSpeed;
}
remainingAmmunition--;
if(remainingAmmunition > 0) {
nextShootTime = Time.time + (1 / fireRate);
shootState = ShootState.Shooting;
} else {
Reload();
}
}
}
public void Reload() {
if(shootState == ShootState.Ready) {
nextShootTime = Time.time + reloadTime;
shootState = ShootState.Reloading;
}
}
}