Hi, I am new to both Unity and C#. I used a 2 part tutorial to make a gun script, if needed the channel name is “Dave // Game Development.”
The tutorial’s first episode has a projectile bullet-type script that was exactly what I needed for my game, however, I do not know how to make it so that the bullet actually does damage. I do have a damage script from Brackey’s gun tutorial, however, it only works with Raycast shooting scripts, and in this projectile bullet script, Raycasts are not used to deal damage.
The thing I need help with making it so that on collision, the bullet either damages a target if it hits a target and destroys itself right after or just destroys itself if it does not hit a target. I do not have any script for the bullet, but if I need to make the script for damaging on collisions on the bullet prefab itself, please let me know, Any help is appreciated! Let me know if you need any clarification.
Here is the code:
using UnityEngine;
using TMPro;
public class ProjectileGunScript : MonoBehaviour
{
//bullet
public GameObject bullet;
//bullet force
public float shootForce, upwardForce;
//Gun stats
public int damage;
public float timeBetweenShooting, spread, reloadTime, timeBetweenShots;
public int magazineSize, bulletsPerTap;
public bool allowButtonHold;
int bulletsLeft, bulletsShot;
//Recoil
public Rigidbody playerRb;
public float recoilForce;
//bools
bool shooting, readyToShoot, reloading;
//Reference
public Camera fpsCam;
public Transform attackPoint;
public LayerMask whatIsEnemy;
//Graphics
public GameObject muzzleFlash;
public TextMeshProUGUI ammunitionDisplay;
//bug fixing :D
public bool allowInvoke = true;
private void Awake()
{
//make sure magazine is full
bulletsLeft = magazineSize;
readyToShoot = true;
}
private void Update()
{
MyInput();
//Set ammo display, if it exists :D
if (ammunitionDisplay != null)
ammunitionDisplay.SetText(bulletsLeft / bulletsPerTap + " / " + magazineSize / bulletsPerTap);
}
private void MyInput()
{
//Check if allowed to hold down button and take corresponding input
if (allowButtonHold) shooting = Input.GetKey(KeyCode.Mouse0);
else shooting = Input.GetKeyDown(KeyCode.Mouse0);
//Reloading
if (Input.GetKeyDown(KeyCode.R) && bulletsLeft < magazineSize && !reloading) Reload();
//Reload automatically when trying to shoot without ammo
if (readyToShoot && shooting && !reloading && bulletsLeft <= 0) Reload();
//Shooting
if (readyToShoot && shooting && !reloading && bulletsLeft > 0)
{
//Set bullets shot to 0
bulletsShot = 0;
Shoot();
}
}
private void Shoot()
{
readyToShoot = false;
//Find the exact hit position using a raycast
Ray ray = fpsCam.ViewportPointToRay(new Vector3(0.5f, 0.5f, 0)); //Just a ray through the middle of your current view
RaycastHit hit;
//check if ray hits something
Vector3 targetPoint;
if (Physics.Raycast(ray, out hit))
targetPoint = hit.point;
else
targetPoint = ray.GetPoint(75); //Just a point far away from the player
//Calculate direction from attackPoint to targetPoint
Vector3 directionWithoutSpread = targetPoint - attackPoint.position;
//Calculate spread
float x = Random.Range(-spread, spread);
float y = Random.Range(-spread, spread);
//Calculate new direction with spread
Vector3 directionWithSpread = directionWithoutSpread + new Vector3(x, y, 0); //Just add spread to last direction
//Instantiate bullet/projectile
GameObject currentBullet = Instantiate(bullet, attackPoint.position, Quaternion.identity); //store instantiated bullet in currentBullet
//Rotate bullet to shoot direction
currentBullet.transform.forward = directionWithSpread.normalized;
//Add forces to bullet
currentBullet.GetComponent<Rigidbody>().AddForce(directionWithSpread.normalized * shootForce, ForceMode.Impulse);
currentBullet.GetComponent<Rigidbody>().AddForce(fpsCam.transform.up * upwardForce, ForceMode.Impulse);
//Instantiate muzzle flash, if you have one
if (muzzleFlash != null)
Instantiate(muzzleFlash, attackPoint.position, Quaternion.identity);
bulletsLeft--;
bulletsShot++;
//Invoke resetShot function (if not already invoked), with your timeBetweenShooting
if (allowInvoke)
{
Invoke("ResetShot", timeBetweenShooting);
allowInvoke = false;
//Add recoil to player (should only be called once)
playerRb.AddForce(-directionWithSpread.normalized * recoilForce, ForceMode.Impulse);
}
//if more than one bulletsPerTap make sure to repeat shoot function
if (bulletsShot < bulletsPerTap && bulletsLeft > 0)
Invoke("Shoot", timeBetweenShots);
}
private void ResetShot()
{
//Allow shooting and invoking again
readyToShoot = true;
allowInvoke = true;
}
private void Reload()
{
reloading = true;
Invoke("ReloadFinished", reloadTime); //Invoke ReloadFinished function with your reloadTime as delay
}
private void ReloadFinished()
{
//Fill magazine
// bulletsLeft = magazineSize;
// reloading = false;
}
}