So when I click my mouse button it shoots loads of ammo in different directions, what I want it to do is shoot one bullet and shoot to the direction I want it to
Here is my gun code
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Gun : MonoBehaviour
{
public float damage = 10f;
public float range = 100f;
public float fireRate = 15f;
public float impactForce = 30f;
public Transform bullet;
public Transform bulletSpawner;
public Camera MainCamera;
public ParticleSystem GunShot;
public GameObject impactEffect;
public GameObject bulletPrefab;
private float nextTimeToFire = 0f;
// Update is called once per frame
void Update()
{
if (Input.GetButton(“Fire1”))
{
Shoot();
}
if (Input.GetButton(“Fire1”) && Time.time >= nextTimeToFire)
{
nextTimeToFire = Time.time + 1f / fireRate;
Shoot();
}
}
private IEnumerator DestroyBulletAfterTime(GameObject bullet, float delay)
{
yield return new WaitForSeconds(delay);
Destroy(bullet);
}
void Shoot()
{
GunShot.Play();
RaycastHit hit;
if (Physics.Raycast(MainCamera.transform.position, MainCamera.transform.forward, out hit, range))
{
Debug.Log(hit.transform.name);
Target target = hit.transform.GetComponent();
if (target != null) ;
{
target.TakeDamage(damage);
}
if (hit.rigidbody != null)
{
hit.rigidbody.AddForce(-hit.normal * impactForce);
}
GameObject impactGO = Instantiate(impactEffect, hit.point, Quaternion.LookRotation(hit.normal));
Destroy(impactGO, 2f);
Instantiate(bullet, bulletSpawner.position, bulletSpawner.rotation);
}
}
}
Here is my Bullet code
using System;
using System.Collections;
using System.Collections.Generic;
using System.Security.Cryptography;
using UnityEngine;
public class Bullet : MonoBehaviour
{
public Rigidbody myRigidbody;
public float forceMin;
public float forceMax;
float lifetime = 4;
float fadetime = 2;
// Start is called before the first frame update
void Start()
{
float force = UnityEngine.Random.Range(forceMin, forceMax);
myRigidbody.AddForce(transform.right * force);
myRigidbody.AddTorque(UnityEngine.Random.insideUnitSphere * force);
StartCoroutine (Fade ());
}
IEnumerator Fade()
{
yield return new WaitForSeconds(lifetime);
float percent = 0;
float fadeSpeed = 1 / fadetime;
Material mat = GetComponent().material;
Color initialColour = mat.color;
while (percent < 1)
{
percent += Time.deltaTime * fadeSpeed;
mat.color = Color.Lerp(initialColour, Color.clear, percent);
yield return null;
}
Destroy(gameObject);
}
}