add: minigun

bug: minigun's mesh
This commit is contained in:
KOSMOGOR
2025-04-27 17:35:06 +03:00
parent 15ea51e465
commit f754b692e2
12 changed files with 541 additions and 1 deletions
+137
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using UnityEngine;
public class Minigun : Weapon
{
public GameObject projectilePrefab;
public Transform spawnPosition;
public float fireRate = 10f;
[SerializeField] float currentDelay = 0;
public override void Shoot(bool keyDown, bool keyHold) {
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Instantiate(projectilePrefab, spawnPosition.position, spawnPosition.rotation);
currentDelay = 0;
}
}
void Update() {
if (fireRate != 0) currentDelay = Mathf.Clamp(currentDelay += Time.deltaTime, 0, 1 / fireRate);
}
}
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[SerializeField] float currentDelay = 0;
public override void Shoot(bool keyDown, bool keyHold) {
if (keyHold && (fireRate == 0 || currentDelay >= 1 / fireRate) && GameController.i.ConsumeBullet(BulletType.Rifle)) {
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Instantiate(projectilePrefab, spawnPosition.position, spawnPosition.rotation);
currentDelay = 0;
}
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@@ -3,6 +3,7 @@ using UnityEngine;
public abstract class Weapon : MonoBehaviour
{
public bool isActive { get; private set; } = false;
public BulletType bulletType = BulletType.None;
public abstract void Shoot(bool keyDown, bool keyHold);