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[SerializeField] - private float damagePerShot = 30f; - [SerializeField] - private float timeBetweenBullets = 1f; - [SerializeField] + private float damagePerShot = 50f; + private float timeBetweenBullets = 0.8f; private float range = 100f; public GameObject prefabEffect; diff --git a/Assets/Scripts/Player/PlayerWeapons.cs b/Assets/Scripts/Player/PlayerWeapons.cs index 797e2064ce292422aff25b54a195a121a059c358..3d48abb5e0190b7cb8f241e446a6eef2b221f26e 100644 --- a/Assets/Scripts/Player/PlayerWeapons.cs +++ b/Assets/Scripts/Player/PlayerWeapons.cs @@ -53,12 +53,12 @@ public class PlayerWeapons : MonoBehaviour } } - if (Input.GetAxisRaw("Mouse ScrollWheel") > 0f) + if (Input.GetAxisRaw("Mouse ScrollWheel") < 0f) { IncrementIdxWeapon(); SelectWeapon(idxWeapon); } - else if (Input.GetAxisRaw("Mouse ScrollWheel") < 0f) + else if (Input.GetAxisRaw("Mouse ScrollWheel") > 0f) { DecrementIdxWeapon(); SelectWeapon(idxWeapon); diff --git a/Assets/Scripts/Player/Weapons/PlayerBow.cs b/Assets/Scripts/Player/Weapons/PlayerBow.cs index d6e6d056908eb5940732f515a46453033635daff..02f0a881ecb689dd99c42d84dc198b05de81f70f 100644 --- a/Assets/Scripts/Player/Weapons/PlayerBow.cs +++ b/Assets/Scripts/Player/Weapons/PlayerBow.cs @@ -39,11 +39,14 @@ public class PlayerBow : MonoBehaviour, WeaponHandler } } + private Animator animator; + void Awake() { ResetCharge(); chargeSlider.gameObject.SetActive(true); curArrow = Instantiate(playerArrowPrefab, arrowSpawnPoint); + animator = GetComponent<Animator>(); } private void OnEnable() @@ -103,9 +106,17 @@ public class PlayerBow : MonoBehaviour, WeaponHandler { var force = arrowSpawnPoint.TransformDirection(-200 * energy * level * Vector3.forward); curArrow.Shoot(force); + StartCoroutine(ShootAnim()); curArrow = Instantiate(playerArrowPrefab, arrowSpawnPoint); } + IEnumerator ShootAnim() + { + this.animator.Play("Bow"); + yield return new WaitForSeconds(1f / 6); + this.animator.Play("Idle"); + } + public bool IsReady() { return (!isReload && curArrow != null);