using UnityEngine;
using System.Collections;
using System;
public class TurretScript : MonoBehaviour
{
public float rangeToPlayer;
public GameObject bullet;
// public GameObject spherePrefab;
private GameObject player; // Tag for DynamicWaypointSeek
private bool firing = false; //Firing status
private float fireTime; // Fire Time
private float coolDown = 1.00F; // Time to cool down fire
private int health = 5; //Health of turret
private bool bDead;
private Action cur;
void Start()
{
player = GameObject.FindWithTag("Player");
bDead = false;
}
void Update()
{
if (PlayerInRange())
{ // PlayerInRange is bool function defined at the end
transform.LookAt(player.transform.position); //Rotates the transform (weapon) so the forward vector points at /target (Player)/'s current position
RaycastHit hit;
if (Physics.SphereCast(transform.position, 0.5F, transform.TransformDirection(Vector3.forward), out hit))
{ //The center of the sphere at the start of the sweep,The radius of the sphere,The direction into which to sweep the sphere.
if (hit.transform.gameObject.tag == "Player")
{ //information in hit (only interested in "Player")
if (firing == false)
{
firing = true;
fireTime = Time.time; //keep the current time
GameObject bul;
Quaternion leadRot = Quaternion.LookRotation(player.transform.position); //Calculate the angular direction of "Player";
bul = Instantiate(bullet, transform.position, leadRot) as GameObject; // existing object to be copied, Position of Copy, Orientation of Copy
//Destroy(bullet, 2.0f);
}
}
}
}
if (firing && fireTime + coolDown <= Time.time) // prvious time stored in fireTime + cool down time is less --> means the firing must be turn off
firing = false;
// Destroy(GameObject.FindGameObjectWithTag("Bullet"));
if (health <= 0)
cur = Deadstate;
}
protected void Deadstate()
{
if (!bDead)
{
bDead = true;
Explode();
}
}
void Explode()
{
Destroy(gameObject, 1.5f);
}
bool PlayerInRange()
{
return (Vector3.Distance(player.transform.position, transform.position) <= rangeToPlayer); //Vector3.Distance(a,b) is the same as (a-b).magnitude.
}
void OnTriggerEnter(Collider col)
{
HealthBarScript.health -= 10f;
}
}
This is code I wrote for a enemy turret in my current unity project. The idea is that it will fire a bullet at the player once it's in range and stop when it's out of range and when the bullet collides with the player, the player will take damage, but I'm struggling to figure out why the bullet won't do any damage. Thoughts? Very much appreciate the help!