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float currentDelay = 0; + [SerializeField] float currentDelay = 0; public override void Shoot(bool keyDown, bool keyHold) { - if (keyDown && (fireRate == 0 || currentDelay == 1 / fireRate)) { + if (keyDown && (fireRate == 0 || currentDelay >= 1 / fireRate)) { Instantiate(projectilePrefab, spawnPosition.position, spawnPosition.rotation); currentDelay = 0; } diff --git a/Assets/Scripts/Pistol.cs.meta b/Assets/Scripts/Player/Pistol.cs.meta similarity index 100% rename from Assets/Scripts/Pistol.cs.meta rename to Assets/Scripts/Player/Pistol.cs.meta diff --git a/Assets/Scripts/PlayerMovement.cs b/Assets/Scripts/Player/PlayerMovement.cs similarity index 100% rename from Assets/Scripts/PlayerMovement.cs rename to Assets/Scripts/Player/PlayerMovement.cs diff --git a/Assets/Scripts/PlayerMovement.cs.meta b/Assets/Scripts/Player/PlayerMovement.cs.meta similarity index 100% rename from Assets/Scripts/PlayerMovement.cs.meta rename to Assets/Scripts/Player/PlayerMovement.cs.meta diff --git a/Assets/Scripts/Weapon.cs b/Assets/Scripts/Player/Weapon.cs similarity index 82% rename from Assets/Scripts/Weapon.cs rename to Assets/Scripts/Player/Weapon.cs index 2d2b424..8c7e3d8 100644 --- a/Assets/Scripts/Weapon.cs +++ b/Assets/Scripts/Player/Weapon.cs @@ -2,7 +2,7 @@ using UnityEngine; public abstract class Weapon : MonoBehaviour { - public bool isActive { get; private set; } = true; + public bool isActive { get; private set; } = false; public abstract void Shoot(bool keyDown, bool keyHold); diff --git a/Assets/Scripts/Weapon.cs.meta b/Assets/Scripts/Player/Weapon.cs.meta similarity index 100% rename from Assets/Scripts/Weapon.cs.meta rename to Assets/Scripts/Player/Weapon.cs.meta diff --git a/Assets/Scripts/WeaponController.cs b/Assets/Scripts/Player/WeaponController.cs similarity index 77% rename from Assets/Scripts/WeaponController.cs rename to Assets/Scripts/Player/WeaponController.cs index 97bf87f..d92ab34 100644 --- a/Assets/Scripts/WeaponController.cs +++ b/Assets/Scripts/Player/WeaponController.cs @@ -8,9 +8,7 @@ public class WeaponController : MonoBehaviour void Start() { weapons = GetComponentsInChildren(); - for (int i = 0; i < weapons.Length; ++i) { - if (i != currentWeapon) weapons[i].SetWeaponState(false); - } + if (weapons.Length > currentWeapon) weapons[currentWeapon].SetWeaponState(true); } void Update() { diff --git a/Assets/Scripts/WeaponController.cs.meta b/Assets/Scripts/Player/WeaponController.cs.meta similarity index 100% rename from Assets/Scripts/WeaponController.cs.meta rename to Assets/Scripts/Player/WeaponController.cs.meta