The player script is given below:
public class NewPlayer : MonoBehaviour
{
public float movementspeed;
public GameObject Camera;
public GameObject bulletSpawnPoint;
public float waitTime;
public GameObject playerobj;
public GameObject bullet;
// player facing mouse
void Update()
{
Plane playerplane = new Plane(Vector3.up, transform.position);
Ray ray = UnityEngine.Camera.main.ScreenPointToRay(Input.mousePosition);
float hitDist = 0.0f;
if (playerplane.Raycast(ray, out hitDist))
{
Vector3 targetpoint = ray.GetPoint(hitDist);
Quaternion targetrotation = Quaternion.LookRotation(targetpoint - transform.position);
targetrotation.x = 0;
targetrotation.z = 0;
playerobj.transform.rotation = Quaternion.Slerp(playerobj.transform.rotation, targetrotation, 7f * Time.deltaTime);
}
//playermovement
if (Input.GetKey(KeyCode.W))
{
transform.Translate(Vector3.forward * movementspeed * Time.deltaTime);
}
if (Input.GetKey(KeyCode.A))
{
transform.Translate(Vector3.left * movementspeed * Time.deltaTime);
}
if (Input.GetKey(KeyCode.S))
{
transform.Translate(Vector3.back * movementspeed * Time.deltaTime);
}
if (Input.GetKey(KeyCode.D))
{
transform.Translate(Vector3.right * movementspeed * Time.deltaTime);
}
//shooting
if (Input.GetMouseButtonDown(0))
{
Shoot();
}
}
public void Shoot()
{
Instantiate(bullet.transform, bulletSpawnPoint.transform.position, Quaternion.identity);
},THe player script is given below:
public class NewPlayer : MonoBehaviour
{
public float movementspeed;
public GameObject Camera;
public GameObject bulletSpawnPoint;
public float waitTime;
public GameObject playerobj;
public GameObject bullet;
// player facing mouse
void Update()
{
Plane playerplane = new Plane(Vector3.up, transform.position);
Ray ray = UnityEngine.Camera.main.ScreenPointToRay(Input.mousePosition);
float hitDist = 0.0f;
if (playerplane.Raycast(ray, out hitDist))
{
Vector3 targetpoint = ray.GetPoint(hitDist);
Quaternion targetrotation = Quaternion.LookRotation(targetpoint - transform.position);
targetrotation.x = 0;
targetrotation.z = 0;
playerobj.transform.rotation = Quaternion.Slerp(playerobj.transform.rotation, targetrotation, 7f * Time.deltaTime);
}
//playermovement
if (Input.GetKey(KeyCode.W))
{
transform.Translate(Vector3.forward * movementspeed * Time.deltaTime);
}
if (Input.GetKey(KeyCode.A))
{
transform.Translate(Vector3.left * movementspeed * Time.deltaTime);
}
if (Input.GetKey(KeyCode.S))
{
transform.Translate(Vector3.back * movementspeed * Time.deltaTime);
}
if (Input.GetKey(KeyCode.D))
{
transform.Translate(Vector3.right * movementspeed * Time.deltaTime);
}
//shooting
if (Input.GetMouseButtonDown(0))
{
Shoot();
}
}
public void Shoot()
{
Instantiate(bullet.transform, bulletSpawnPoint.transform.position, Quaternion.identity);
}