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Cannon Script
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
public class Cannon : MonoBehaviour { | |
public GameObject projectile; //attach the projectile prefab here | |
public GameObject spawnpoint; //empty gameObject at position projectile should spawn | |
public float forceSpeed = 15f; | |
//SteamVR input | |
private SteamVR_TrackedObject trackedObj; | |
private SteamVR_Controller.Device device; | |
// Use this for initialization | |
void Start () { | |
if(GetComponentInParent<SteamVR_TrackedObject>() != null) | |
{ | |
trackedObj = GetComponentInParent<SteamVR_TrackedObject>(); | |
} | |
} | |
// Update is called once per frame | |
void Update () | |
{ | |
//if Trigger or Left Mouse pressed, Shoot | |
if (trackedObj != null) | |
{ | |
device = SteamVR_Controller.Input((int)trackedObj.index); | |
if (device.GetPressDown(SteamVR_Controller.ButtonMask.Trigger)) | |
{ | |
Shoot(); | |
} | |
} | |
else if (Input.GetButtonDown("Fire1")) | |
{ | |
Shoot(); | |
} | |
} | |
void Shoot() | |
{ | |
//Create Projectile at position of Cannon | |
GameObject liveProjectile = | |
Instantiate(projectile, spawnpoint.transform.position, transform.rotation); | |
//Shoot Projectile forward | |
liveProjectile.GetComponent<Rigidbody>().AddForce | |
(transform.forward * forceSpeed, ForceMode.Impulse); //Note: Impulse is affected by mass | |
} | |
} |
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