using UnityEngine; using UnityEngine.Networking; public class PlayerShoot : NetworkBehaviour { private const string PLAYER_TAG = "Player"; public PlayerWeapon weapon; [SerializeField] private Camera cam; [SerializeField] private LayerMask mask; void Start () { if(cam == null) { Debug.LogError ("PlayerShoot; No Camera referenced"); this.enabled = false; } } void Update () { if (Input.GetButtonDown("Fire1")) { Shoot(); } } [Client] void Shoot () { RaycastHit _hit; if (Physics.Raycast(cam.transform.position, cam.transform.forward, out _hit, weapon.range, mask) ) { if (_hit.collider.tag == "Player") { CmdPlayerShot(_hit.collider.name); } } } [Command] void CmdPlayerShot (string _ID) { Debug.Log(_ID + "Has been shot."); } }
var
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