Why does my gun fire once upon loading in? - c#

I have made a gun with multiple firing modes. Upon loading in the weapon (both through loading the scene and through switching to another gun and back to it) it will fire a single shot with sound and light. What is causing it to fire this one bullet and how do I stop the weapon from doing so?
I already tried to add a delay before it should be allowed to fire by making the 1 higher in start. I also tried to add more time to "timeBeforeShooting" in the Void auto section. Setting "shooting" to false and true instead of leaving it blank did not help either.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class AutomaticGun1 : MonoBehaviour
{
public enum firingMode
{
auto = 1,
semi = 2,
burst = 3
}
[SerializeField] private firingMode currentFiringMode = firingMode.auto;
[SerializeField] private LayerMask enemyLayer;
[SerializeField] private float damage;
[SerializeField] private float fireRate;
private float timeBeforeShooting;
private bool shooting;
private int firingModeID = 1;
public Camera playerView;
public ParticleSystem muzzleFlash;
public AudioSource bang;
// Start is called before the first frame update
void Start()
{
timeBeforeShooting = 1 / fireRate;
playerView.GetComponent<Camera>();
}
// Update is called once per frame
void Update()
{
if(Input.GetKeyDown(KeyCode.V))
{
firingModeID++;
if(firingModeID > 3)
{
firingModeID = 1;
}
currentFiringMode = (firingMode)firingModeID;
Debug.Log(firingModeID);
}
switch(currentFiringMode)
{
case firingMode.auto:
auto();
break;
case firingMode.semi:
semi();
break;
case firingMode.burst:
burst();
break;
}
}
void auto()
{
if (Input.GetMouseButton(0))
{
if (timeBeforeShooting <= 0f)
{
muzzleFlash.Play();
bang.Play();
Ray gunRay = new Ray(playerView.transform.position, playerView.transform.forward);
if (Physics.Raycast(gunRay, out RaycastHit hitInfo, 100f, enemyLayer))
{
if (hitInfo.collider.gameObject.TryGetComponent(out enemy1 enemyHit))
{
enemyHit.SubtractHealth(damage);
Debug.Log(enemyHit.health);
}
}
timeBeforeShooting = 1 / fireRate;
}
else
{
timeBeforeShooting -= Time.deltaTime;
}
}
else
{
timeBeforeShooting = 0f;
}
}
void semi()
{
if (Input.GetMouseButtonDown(0))
{
if (timeBeforeShooting <= 0f)
{
muzzleFlash.Play();
bang.Play();
Ray gunRay = new Ray(playerView.transform.position, playerView.transform.forward);
if (Physics.Raycast(gunRay, out RaycastHit hitInfo, 100f, enemyLayer))
{
if (hitInfo.collider.gameObject.TryGetComponent(out enemy1 enemyHit))
{
enemyHit.SubtractHealth(damage);
Debug.Log(enemyHit.health);
}
}
}
}
}
void burst()
{
if (Input.GetMouseButtonDown(0) && !shooting)
{
StartCoroutine(burstShots(3));
shooting = true;
}
}
IEnumerator burstShots(int timesToShoot)
{
for (int timesShot = 1; timesShot <= timesToShoot; timesShot++)
{
muzzleFlash.Play();
bang.Play();
Ray gunRay = new Ray(playerView.transform.position, playerView.transform.forward);
if (Physics.Raycast(gunRay, out RaycastHit hitInfo, 100f, enemyLayer))
{
if (hitInfo.collider.gameObject.TryGetComponent(out enemy1 enemyHit))
{
enemyHit.SubtractHealth(damage);
Debug.Log(enemyHit.health);
}
}
yield return new WaitForSeconds(0.5f / fireRate);
}
shooting = false;
}
}

Related

How can I make it so when my player collides with an enemy, it disables movement input until player touches the ground?

So, I want to make it so the player loses control when it collides with an enemy. I already got a thing set up to make the player fly off towards the direction of the collision, but I can't seem to be able to make them lose control. I want input to not register.
Here's my player controller script:
using UnityEngine;
public class PlayerController : MonoBehaviour
{
public Rigidbody2D _rigidBody2d;
Animator animatorController;
public float moveSpeed;
public float jumpForce = 1f;
float maxJumpHeight;
bool isOnGround = false;
bool collidedWithEnemy = false;
private void Start()
{
_rigidBody2d = GetComponent<Rigidbody2D>();
animatorController = GetComponent<Animator>();
}
float horizontalInput;
private void Update()
{
if (collidedWithEnemy == false)
{
horizontalInput = Input.GetAxis("Horizontal");
}
// Player movement
MovementMechanics();
// Sprite Flipping
SpriteFlipping();
// Jumping
JumpingMechanics();
// Set Falling Animation
FallingMechanics();
}
void MovementMechanics()
{
if (horizontalInput != 0)
{
transform.Translate(new Vector2(1, 0) * horizontalInput * Time.deltaTime * moveSpeed);
animatorController.SetBool("isMoving", true);
}
else
{
animatorController.SetBool("isMoving", false);
}
}
void SpriteFlipping()
{
if (horizontalInput > 0)
{
transform.localScale = new Vector3(-1, 1, 1);
}
else if (horizontalInput < 0)
{
transform.localScale = new Vector3(1, 1, 1);
}
}
void JumpingMechanics()
{
if (Input.GetKeyDown(KeyCode.Space) && isOnGround)
{
_rigidBody2d.AddForce(new Vector2(0, jumpForce), ForceMode2D.Impulse);
isOnGround = false;
animatorController.SetBool("isMoving", false);
animatorController.SetBool("isJumping", true);
animatorController.SetBool("isFalling", false);
}
}
void FallingMechanics()
{
if (_rigidBody2d.velocity.y < 0f)
{
animatorController.SetBool("isFalling", true);
}
else if (_rigidBody2d.velocity.y > 0f)
{
animatorController.SetBool("isFalling", false);
animatorController.SetBool("isJumping", true);
}
}
void OnCollisionEnter2D(Collision2D other)
{
// Avoids Jump Spawn
if (other.gameObject.CompareTag("Ground"))
{
isOnGround = true;
collidedWithEnemy = false;
animatorController.SetBool("isJumping", false);
animatorController.SetBool("isMoving", false);
animatorController.SetBool("isFalling", false);
}
// On Collision With Enemy
if (other.gameObject.CompareTag("Enemy"))
{
collidedWithEnemy = true;
}
}
}
And here's the enemy script:
using UnityEngine;
public class EnemyController : MonoBehaviour
{
Vector2 otherTransform;
Rigidbody2D playerRigidBody2d;
public float impulseForce = 100f;
private void Start()
{
playerRigidBody2d = GameObject.Find("Player").GetComponent<Rigidbody2D>();
}
private void OnTriggerEnter2D(Collider2D other)
{
if (other.CompareTag("Player"))
{
otherTransform = other.gameObject.transform.position;
playerRigidBody2d.AddForce((otherTransform * 1) * impulseForce, ForceMode2D.Impulse);
other.transform.Translate(Vector3.zero);
}
}
}
And here's a little video of whats happening:
https://vimeo.com/709461296
As you can see in the console, the game still registers horizontal input after collision with enemy
(Don't mind the player launching off at lightspeed, thats not my concern here, I can fix that easily)
I'd say the problem is that you don't set horizontalInput to zero if the collision happens. The way you wrote your Update method, it takes the previously assigned value of horizontalInput and processes it.
Add the condition of not colliding with the enemy in MovementMechanics():
if (horizontalInput != 0 && !collidedWithEnemy)
{
// do something..
}

Why the when playing animation state it's executing the play twice in a row instead once?

The script is attached to empty gameobject
At this line i'm using the mouse left button to fire a bullet one time.
If i'm using a break point it will shot one bullet once. but if i'm not using a break point it will shot two bullets in a row one after the other.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Cinemachine;
public class Shooting : MonoBehaviour
{
public CinemachineVirtualCamera cmf;
[Header("Main")]
public Rigidbody bulletPrefab;
public float launchForce = 700f;
public bool automaticFire = false;
public float bulletDestructionTime;
public bool go = false;
[Space(5)]
[Header("Slow Down")]
public float maxDrag;
public float bulletSpeed;
public bool bulletsSlowDown = false;
public bool overAllSlowdown = false;
[Range(0, 1f)]
public float slowdownAll = 1f;
public List<Transform> firePoints = new List<Transform>();
public Animator anim;
private void Start()
{
if (anim != null)
{
anim.SetBool("Shooting", true);
}
}
public void Update()
{
if (overAllSlowdown == true)
{
Time.timeScale = slowdownAll;
}
if (firePoints.Count > 0))
{
for (int i = 0; i < firePoints.Count; i++)
{
if (Input.GetMouseButton(0))
{
anim.SetTrigger("Shoot");
}
if (Input.GetMouseButton(1))
{
cmf.enabled = false;
}
if (go)
{
LaunchProjectile(firePoints[i]);
go = false;
}
}
}
}
private void LaunchProjectile(Transform firePoint)
{
Rigidbody projectileInstance = Instantiate(
bulletPrefab,
firePoint.position,
firePoint.rotation);
projectileInstance.transform.localScale = new Vector3(0.1f, 0.1f, 0.1f);
cmf.enabled = true;
cmf.Follow = projectileInstance.transform;
cmf.LookAt = projectileInstance.transform;
projectileInstance.AddForce(new Vector3(0, 0, 1) * launchForce);
if (bulletsSlowDown == true)
{
if (projectileInstance != null)
{
StartCoroutine(AddDrag(maxDrag, bulletSpeed, projectileInstance));
}
}
}
IEnumerator AddDrag(float maxDrag, float bulletSpeed, Rigidbody rb)
{
if (rb != null)
{
float current_drag = 0;
while (current_drag < maxDrag)
{
current_drag += Time.deltaTime * bulletSpeed;
rb.drag = current_drag;
yield return null;
}
rb.velocity = Vector3.zero;
rb.angularVelocity = Vector3.zero;
rb.drag = 0;
}
}
}
This script is attached to my player with animator and i'm using this method to reference event i added to animation in the animator controller. when the event happens the variable bool flag go is set to true.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ThrowObject : MonoBehaviour
{
public Shooting shooting;
public void ThrowEvent()
{
shooting.go = true;
}
}
This is a screenshot of the animator controller.
I added a new state name Throwing with two transitions from and to the Grounded state.
The Grounded state is playing idle animation.
In the transition from the Grounded to the Throwing i added a condition name Shoot type trigger.
In the transition from the Throwing state to the Grounded there is no any conditions.
Afaik animator triggers are stackable!
So since you call this in a for loop it might happen that it adds multiple triggers at once but each transition only consumes one at a time!
What I ended up using in combination with triggers in an animator is this script
public class AnimatorTriggerResetter : StateMachineBehaviour
{
override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
{
foreach(var p in animator.parameters)
{
if (p.type == AnimatorControllerParameterType.Trigger)
{
animator.ResetTrigger(p.name);
}
}
}
}
attach this to no specific state at all but directly to the Basic layer of your AnimatorController itself => It is called for each and every state that is entered => resets all existing triggers.
In your specific case though, why not rather pull the general calls out of the loop and rather make it
if (firePoints.Count > 0 && go)
{
if (Input.GetMouseButton(0))
{
anim.SetTrigger("Shoot");
}
if (Input.GetMouseButton(1))
{
cmf.enabled = false;
}
for (int i = 0; i < firePoints.Count; i++)
{
LaunchProjectile(firePoints[i]);
}
go = false;
}

I'm creating a patrolling AI that aggros to the player and follows them in Unity 3D

I'm having trouble keeping this method running. It runs for 1 frame them shuts itself off. I am having trouble working out the logic to keep it running. Yes, the enemy does detect if the player is within a field of view, and it does stop when it collides with walls, it also stops detecting the player when they leave the fov.
I've tried changing around if statements, but it's overall very important that the code runs based on the player existing in the FOV collider. The problem is pretty specific, so I don't know what research to do.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.AI;
[RequireComponent(typeof(Animator))]
[RequireComponent(typeof(NavMeshAgent))]
[RequireComponent(typeof(AudioSource))]
public class EnemyAI : MonoBehaviour
{
public float patrolSpeed, chaseSpeed, chaseWaitTime, patrolWaitTime, castRadius;
public Transform[] wayPoints, wayPOI;
public Transform player;
public Animation flinch, die;
public AudioClip grunt, callOut, death;
public LayerMask mask;
public PlayerCheck check;
private float chaseTimer, patrolTimer, wanderTimer;
private int destIndex, destInit, destStart, health;
private bool playerIn;
protected string aggro, resting, warned, sawPlayer;
protected bool patroling;
public bool aggress;
private NavMeshAgent agent;
private Transform playerLP;
private Vector3 startPos;
private Animator anim;
private AudioSource aud;
MeshCollider fieldOfView;
void Awake()
{
//patroling = true;
startPos = transform.position;
destInit = destIndex;
agent = GetComponent<NavMeshAgent>();
agent.autoRepath = true;
agent.autoBraking = true;
fieldOfView = transform.GetChild(0).GetComponent<MeshCollider>();
if (fieldOfView == null)
{
Debug.LogError("The first object MUST be FOV, otherwise the script will not work correctly. 1");
}
check = GameObject.FindObjectOfType<PlayerCheck>();
anim = GetComponent<Animator>();
}
void FixedUpdate()
{
if (check == null)
{
check = GameObject.FindObjectOfType<PlayerCheck>();
}
playerIn = check.playerIn;
RaycastHit hit;
if (Physics.Linecast(transform.position, player.position, out hit, ~mask))
{
if (!playerIn)
{
Debug.DrawLine(transform.position, hit.point, Color.red);
}
else if (hit.collider.gameObject != null)
{
if (!hit.collider.CompareTag("Player"))
{
Debug.DrawLine(transform.position, hit.point, Color.blue);
return;
}
else
{
Debug.DrawLine(transform.position, hit.point, Color.green);
aggress = true;
}
}
}
if (aggress)
{
Aggro(sawPlayer);
}
if (patroling)
{
GoToNext();
}
}
void GoToNext()
{
patroling = true;
aggress = false;
if (wayPoints.Length == 0)
return;
if (playerIn)
return;
if (agent.remainingDistance < .7f)
{
agent.SetDestination(wayPoints[destIndex].position);
destIndex = (destIndex + 1) % wayPoints.Length;
}
}
void Aggro(string condition)
{
if (condition == sawPlayer)
{
Chase(player);
}
}
void Chase(Transform transform)
{
patroling = false;
if (playerIn)
{
agent.SetDestination(transform.position);
print("Chasing");
}
else
{
**Wander(sawPlayer, 15);**
print("Wander, please");
}
}
**void Wander(string condition, float time)**
{
patroling = false;
print(time);
wanderTimer += Time.deltaTime;
print("Wandering");
//this is where I'm having the most trouble, it will print wandering for 1 //frame then stop and go back to patroling
//once the player leaves the fov. I'm trying to figure out where the method //stops and why.
if (condition == sawPlayer)
{
if (wanderTimer >= time)
{
wanderTimer = 0;
if (!agent.pathPending && agent.remainingDistance < .5f)
{
GoToNext();
}
}
else
{
Vector3 vec;
vec = new Vector3(Random.Range(agent.destination.x - 10, agent.destination.x), Random.Range(agent.destination.y - 10, agent.destination.y), Random.Range(agent.destination.z - 10, agent.destination.z));
agent.destination = transform.InverseTransformDirection(vec);
if (agent.remainingDistance < .3f || wanderTimer > time)
{
GoToNext();
}
}
}
}
}

Unity 2D, control a simple shot

I have to control a shot of a ball with touch. All works fine but I need to start my trajectory when I touch the screen, but the trajectory start only when the ball is touched. Is because the script is attached to the ball?
All touch input except touches on the ball is ignored.
Here is the C# script , can someone help me?
using UnityEngine;
using System.Collections;
using System;
namespace Shorka.BallTrajectory
{
public enum PullState
{
Idle,
UserPulling,
ObjFlying
}
public class PullCtrl : MonoBehaviour
{
#region fields
//[SerializeField] private Transform throwTarget;
[SerializeField] private ThrownObject throwObj;
[SerializeField] private Transform dotHelper;
[SerializeField] private Transform pullingStartPoint;
[Space(5)]
[Tooltip("this linerenderer will draw the projected trajectory of the thrown object")]
[SerializeField]
private LineRenderer trajectoryLineRen;
[SerializeField]
private TrailMaker trail;
[Space(5)]
[SerializeField]
private float throwSpeed = 10F;
[Tooltip("Max Distance between 'PullingStartPoint' and pulling touch point")]
[SerializeField]
private float maxDistance = 1.5F;
[SerializeField]
private float coofDotHelper = 1.5F;
[Tooltip("Related to length of trajectory line")]
[SerializeField]
private int qtyOfsegments = 13;
[Tooltip("Step of changing trajectory dots offset in runtime")]
[SerializeField]
private float stepMatOffset = 0.01F;
[Tooltip("Z position of trajectory dots")]
[SerializeField]
private float dotPosZ = 0F;
private PullState pullState;
private Camera camMain;
//private Collider2D collThrowTarget;
private Rigidbody2D rgThrowTarget;
private Vector3 posPullingStart;
private Vector3 initPos;
private TrajectoryCtrl trajCtrl;
#endregion
public Vector3 PosDotHelper { get { return dotHelper.position; } }
public Vector3 PosThrowTarget { get { return throwObj.transform.position; } }
public int QtyOfsegments { get { return qtyOfsegments; } }
public float DotPosZ { get { return dotPosZ; } }
public Vector3 PosPullingStart { get { return posPullingStart; } }
public float StepMatOffset { get { return stepMatOffset; } }
void Awake()
{
trail.emit = false;
trajCtrl = new TrajectoryCtrl(this, trajectoryLineRen);
}
void Start()
{
camMain = Camera.main;
pullState = PullState.Idle;
posPullingStart = pullingStartPoint.position;
initPos = PosThrowTarget;
}
void Update()
{
SwitchStates();
}
private void SwitchStates()
{
switch (pullState)
{
case PullState.Idle:
if (Input.touchCount> 0 && Input.GetTouch(0).phase == TouchPhase.Began)
{
Debug.Log("Screen touched");
//get the point on screen user has tapped
Vector3 location = camMain.ScreenToWorldPoint(Input.GetTouch(0).position);
//if user has tapped onto the ball
if (throwObj.Collider == Physics2D.OverlapPoint(location))
pullState = PullState.UserPulling;
}
break;
case PullState.UserPulling:
dotHelper.gameObject.SetActive(true);
if (Input.touchCount > 0 && Input.GetTouch(0).phase == TouchPhase.Moved)
{
//get touch position
Vector3 touchPos = camMain.ScreenToWorldPoint(Input.GetTouch(0).position);
touchPos.z = 0;
//we will let the user pull the ball up to a maximum distance
if (Vector3.Distance(touchPos, posPullingStart) > maxDistance)
{
Vector3 maxPosition = (touchPos - posPullingStart).normalized * maxDistance + posPullingStart;
maxPosition.z = dotHelper.position.z;
dotHelper.position = maxPosition;
}
else
{
touchPos.z = dotHelper.position.z;
dotHelper.position = touchPos;
}
float distance = Vector3.Distance(posPullingStart, dotHelper.position);
trajCtrl.DisplayTrajectory(distance);
}
else if (Input.touchCount > 0 && Input.GetTouch(0).phase == TouchPhase.Canceled || Input.GetTouch(0).phase == TouchPhase.Ended)
{
float distance = Vector3.Distance(posPullingStart, dotHelper.position);
trajectoryLineRen.enabled = false;
ThrowObj(distance);
}
break;
default:
break;
}
}
//private Vector2 velocityToRg = Vector2.zero;
private void ThrowObj(float distance)
{
Debug.Log("ThrowObj");
pullState = PullState.Idle;
Vector3 velocity = posPullingStart - dotHelper.position;
//velocityToRg = CalcVelocity(velocity, distance);
throwObj.ThrowObj(CalcVelocity(velocity, distance));
//rgThrowTarget.velocity = velocityToRg;
//rgThrowTarget.isKinematic = false;
trail.enabled = true;
trail.emit = true;
dotHelper.gameObject.SetActive(false);
}
public void Restart(Vector3 posThrownObj)
{
trail.emit = false;
trail.Clear();
StartCoroutine(ClearTrail());
trajectoryLineRen.enabled = false;
dotHelper.gameObject.SetActive(false);
pullState = PullState.Idle;
throwObj.Reset(posThrownObj);
}
private readonly WaitForSeconds wtTimeBeforeClear = new WaitForSeconds(0.3F);
IEnumerator ClearTrail()
{
yield return wtTimeBeforeClear;
trail.Clear();
trail.enabled = false;
}
Vector3 velocity = Vector3.zero;
public Vector3 CalcVelocity(Vector3 diff, float distance)
{
velocity.x = diff.x * throwSpeed * distance * coofDotHelper;
velocity.y = diff.y * throwSpeed * distance * coofDotHelper;
return velocity;
}
}
}
Its quite easy. you need to add these two scripts to the gameobject (not the ball but the one which is used to shoot the ball something like a gun)
TouchEventTrigger.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.EventSystems;
public class TouchEventTrigger : MonoBehaviour, IPointerClickHandler, IPointerDownHandler, IPointerUpHandler {
public TouchEvent onClick;
public TouchEvent onDown;
public TouchEvent onUp;
public void OnPointerClick(PointerEventData e) {
onClick.Invoke(e);
}
public void OnPointerDown(PointerEventData e) {
onDown.Invoke(e);
}
public void OnPointerUp(PointerEventData e) {
onUp.Invoke(e);
}
}
[System.Serializable]
public class TouchEvent : UnityEvent<PointerEventData> {}
Shooter.cs
public void TryBeginAim(PointerEventData e) {
if(canShoot) {
initialTouchPos = e.position;
}
}
public void TryAim(PointerEventData e) {
if(canShoot) {
direction = initialTouchPos - e.position;
float mag = (initialTouchPos - e.position).magnitude;
float scale = Mathf.Clamp(mag/maxMagnitude, scaleThreshold, 1f);
angle = Mathf.Atan2(direction.y,direction.x) * Mathf.Rad2Deg + 90f;
aim.transform.rotation = Quaternion.AngleAxis(angle, Vector3.forward);
aim.transform.localScale = Vector3.one * scale;
aim.SetActive(e.position.y < initialTouchPos.y);
}
}
public void TryShoot(PointerEventData e) {
if(canShoot && aim.activeInHierarchy) {
canShoot = false;
StartCoroutine(ShootRoutine(balls));
}
aim.SetActive(false);
}
private IEnumerator ShootRoutine(int b) {
// write code to start shooting balls.
}
Then connect the touch events with the methods like this:
1. OnPointerClick => TryBeginAim
2. OnPointerDown => TryAim
3. OnPointerUp => TryShoot
That's All !!
I hope this helps to solve this issue. Enjoy!

Switching camera to follow object in unity 3d

I'm trying to switch one camera to another to follow the sphere. What's happening in my script is, at first the main camera focuses the ball and as soon as it is grabbed and thrown, the main camera is switched off or disabled and the second camera is enabled to follow the ball when it is in motion. But the second camera doesn't follow in the direction of the ball. Below is the scripts that i implemented.
Note:- I'm attaching the second camera script at run time to second camera.
PickupObject.cs
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class pickupobject : MonoBehaviour
{
GameObject mainCamera;
//public GameObject empty;
bool carrying;
public GameObject carriedObject;
// Camera cam;
public float distances;
public float smooth;
float speed = 1000f;
private Vector3 offset;
public Camera camera;
private MovingBall script;
// Use this for initialization
void Start()
{
//cam = GameObject.Find("MainCamera").GetComponent<Camera>();
mainCamera = GameObject.FindWithTag("MainCamera");
camera = GameObject.FindWithTag("secondCamera").GetComponent<Camera>();
}
// Update is called once per frame
void Update()
{
if (Input.GetKeyDown(KeyCode.T) && carrying)
{
carrying = !carrying;
ThrowBall();
}
if (carrying)
{
carry(carriedObject);
// CheckDrop();
}
else
{
pickup();
}
}
private void pickup()
{
if (Input.GetKeyDown(KeyCode.E))
{
int x = Screen.width / 2;
int y = Screen.height / 2;
Ray ray = mainCamera.GetComponent<Camera>().ScreenPointToRay(new Vector3(x, y));
RaycastHit hit;
if (Physics.Raycast(ray, out hit))
{
pickupable p = hit.collider.GetComponent<pickupable>();
if (p != null)
{
carrying = true;
carriedObject = p.gameObject;
camera.enabled = true;
camera.gameObject.AddComponent<CameraController>();
carriedObject.AddComponent<MovingBall>();
}
}
}
}
void carry(GameObject o)
{
o.GetComponent<Rigidbody>().isKinematic = true;
o.transform.position = mainCamera.transform.position + mainCamera.transform.forward * distances;
}
//void CheckDrop()
//{
// if (Input.GetKeyDown(KeyCode.U))
// {
// Drop();
// }
//}
//void Drop()
//{
// ThrowBall();
//}
void ThrowBall()
{
mainCamera.SetActive(false);
carriedObject.GetComponent<Rigidbody>().isKinematic = false;
carriedObject.GetComponent<Rigidbody>().AddForce(0f, 0f, speed);
}
}
CameraController.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CameraController : MonoBehaviour {
// Use this for initialization
public GameObject icosphere;
private Vector3 offset;
pickupobject ball = new pickupobject();
void Start () {
ball.camera = GameObject.FindWithTag("secondCamera").GetComponent<Camera>();
//offset = transform.position - icosphere.transform.position;
//icosphere = GameObject.FindWithTag("yellowball");
// icosphere = ball.carriedObject.GetComponent<GameObject>();
offset = ball.camera.transform.position - GameObject.FindWithTag("purpleball").transform.position;
}
// Update is called once per frame
void LateUpdate () {
ball.camera.transform.position = GameObject.FindWithTag("purpleball").transform.position + offset;
// transform.position = ball.carriedObject.GetComponent<GameObject>().transform.position + offset;
}
}

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