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camera.cs
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camera.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class camera : MonoBehaviour
{
float mousemovex, mousemovey, mousemovexx, mousemoveyy, dst = 10;
public float mousesensitivity = 5;
Vector3 vecz;
AudioSource audio;
public Canvas point;
public GameObject bulletspace;
GameObject newbullet;
public GameObject targetforpoint, gun, gun1;
// public GameObject enemies;
public float range;
public GameObject first, second;
Renderer sec1;
public float movementamount = 2;
public float compres, exten;
GameObject newgameobj;
public ParticleSystem gunmuzzel;
public int count = 0, count1 = 0;
Rigidbody rb, rb1;
Vector3 gunpos, refv, refv1;
Animator anim2, anim3, anim4;
public GameObject player;
public bool on, gunapp, gunapp1;
// player py;
public mouse mousescript;
public shootb shootbscript;
public shootb gunchanger;
void Start()
{
audio = GetComponent<AudioSource>();
point.enabled = true;
first.active = true;
second.active = false;
// py = player.GetComponent<player>();
compres = movementamount;
exten = -movementamount;
rb = gun.GetComponent<Rigidbody>();
rb1 = gun1.GetComponent<Rigidbody>();
gunpos = gun.transform.localPosition;
dst = 7;
on = true;
gunapp = true;
gunapp1 = false;
range = 52f;
mousemovexx = 90;
transform.eulerAngles = new Vector3(0, 90, 0);
}
void Update()
{
// camera move karega plyer nahi so automaticalyy when mw aim the only turnings allow movement is only forward
/* if(mousescript.rightclickdown)
{
transform.eulerAngles = new Vector3(0, 90, 0);
}*/
if (shootbscript.shootingstart/* && (py.health > 0f)*/)
{
// transform.position = target1.transform.position;
// point.enabled = true;
first.active = gunapp;
second.active = gunapp1;
if (gunchanger.shootbuttondown)
{
if (gunapp)
{
gunapp = false;
range = 100f;
}
else
gunapp = true;
if (gunapp1)
{
gunapp1 = false;
range = 52f;
}
else
gunapp1 = true;
}
if (shootbscript.shootbuttondown)
{
audio.Play();
RaycastHit hit;
Vector3 newvec = targetforpoint.transform.position - bulletspace.transform.position;
gunmuzzel.Play();
if (Physics.Raycast(bulletspace.transform.position, newvec, out hit, range))
{
if (hit.transform.tag == "enemy")
{
bullets _bullets;
_bullets = hit.transform.GetComponent<bullets>();
_bullets.crack();
}
if (hit.transform.tag == "enemy1")
{
anim2 = hit.transform.GetComponent<Animator>();
if (gunapp1)
{
count += 3;
}
else
{
count++;
}
enemy enemy1;
on = false;
enemy1 = hit.transform.GetComponent<enemy>();
enemy1.blood.Play();
anim2.Play("DAMAGED00");
if (count >= 5)
{
enemy1.life = false;
enemy1.blood1.Play();
count = 0;
}
}
if (hit.transform.tag == "enemy2")
{
anim3 = hit.transform.GetComponent<Animator>();
if (gunapp1)
{
count1 += 3;
}
else
{
count1++;
}
motor enemy2;
on = false;
enemy2 = hit.transform.GetComponent<motor>();
enemy2.blood.Play();
anim3.Play("DAMAGED00");
if (count1 >= 5)
{
enemy2.life1 = false;
enemy2.blood1.Play();
count1 = 0;
}
if (hit.transform.tag == "enemy3")
{
anim4 = hit.transform.GetComponent<Animator>();
count1 += 3;
toerman enemy3;
on = false;
enemy3 = hit.transform.GetComponent<toerman>();
anim3.Play("DAMAGED00");
if (count1 >= 5)
{
enemy2.life1 = false;
count1 = 0;
}
}
}
}
rb.AddForce(-gun.transform.forward * 20);
rb1.AddForce(gun1.transform.forward * 20);
}
else
{
gun.transform.localPosition = Vector3.SmoothDamp(gun.transform.localPosition, gunpos, ref refv, 0.1f);
gun1.transform.localPosition = Vector3.SmoothDamp(gun1.transform.localPosition, gunpos, ref refv1, 0.1f);
}
}
else
{
// point.enabled = false;
first.active = true;
second.active = false;
mousemoveyy = Mathf.Clamp(mousemoveyy, -35f, 60f);
on = true;
}
}
}