Bullet impact effect

This commit is contained in:
Stedd 2022-07-25 16:53:13 +02:00
parent 572ff7f8cb
commit b12816fa80
5 changed files with 4888 additions and 72 deletions

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8
Assets/Weapons/VFX.meta Normal file
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@ -6,10 +6,11 @@ using UnityEngine.InputSystem;
public class Weapon : MonoBehaviour
{
[SerializeField] Camera _FpCamera;
[SerializeField] ParticleSystem _MuzzleFlash;
[SerializeField] float _range = 100f;
[SerializeField] float _weaponDamage = 25f;
[SerializeField] private Camera _FpCamera;
[SerializeField] private ParticleSystem _MuzzleFlash;
[SerializeField] private GameObject _BulletImpact;
[SerializeField] private float _range = 100f;
[SerializeField] private float _weaponDamage = 25f;
private void Awake()
{
@ -45,6 +46,7 @@ public class Weapon : MonoBehaviour
if (Physics.Raycast(_FpCamera.transform.position, _FpCamera.transform.forward, out RaycastHit hit, _range))
{
print($"{hit.transform.name} was hit!");
ImpactAnimation(hit);
}
else
{
@ -56,4 +58,10 @@ public class Weapon : MonoBehaviour
hit.transform.GetComponent<IDamageable>().ModifyHealth(-_weaponDamage);
}
}
private void ImpactAnimation(RaycastHit hit)
{
GameObject impactEffect = Instantiate(_BulletImpact, hit.point, Quaternion.LookRotation(hit.normal));
Destroy(impactEffect, 1);
}
}