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hitPoint; + public int damage; + float timer = 0.0f; + public float power; + // Start is called before the first frame update + void Start() + { + this.GetComponent<Rigidbody>().AddForce((hitPoint - transform.position).normalized * power, ForceMode.Impulse); + + } + + // Update is called once per frame + void Update() + { + if(transform.position.y <= 0.05f) + { + Destroy(this.gameObject); + } + } + + void OnCollisionEnter(Collision collision) + { + if(collision.gameObject.tag == "Enemy") + { + collision.gameObject.GetComponent<EnemyHealth>().TakeDamage(damage, hitPoint); + Destroy(this.gameObject); + Debug.Log("Damage Per Shot: "+damage); + } + + + } +} diff --git a/Assets/ArrowShootable.cs.meta b/Assets/ArrowShootable.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..10687b84dd82a5512de95461c7a81b5b93d5ba5d --- /dev/null +++ b/Assets/ArrowShootable.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: ad7983d5fe10cdaf39c4f1791bdce748 +MonoImporter: + 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+ { + shootableMask = LayerMask.GetMask("Shootable"); + gunParticles = GetComponent<ParticleSystem>(); + gunAudio = GetComponent<AudioSource>(); + gunLine = GetComponent<LineRenderer>(); + bowPower.value = 0f; + } + + // Update is called once per frame + void Update() + { + if(Input.GetButtonDown("Fire1") ) + { + Debug.Log("Fire1"); + holdBowTime = 0f; + } + + if(Input.GetButton("Fire1")) + { + Debug.Log("Fire1 hold"); + holdBowTime += Time.deltaTime; + bowPower.value = holdBowTime/MaxHold; + holdBowTime = Mathf.Clamp(holdBowTime, 0.0f, MaxHold); + } + + if(Input.GetButtonUp("Fire1")) + { + Debug.Log("Fire1 up"); + bowPower.value = 0f; + Shoot(); + } + } + + void Shoot() + { + RaycastHit hit; + + if (Physics.Raycast(transform.position, transform.forward, out hit, holdBowTime/MaxHold * 100f, shootableMask)) + { + GameObject tempArr = Instantiate(arrow, transform.position, transform.rotation); + tempArr.GetComponent<ArrowShootable>().hitPoint = hit.point; + 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