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Description
using UnityEngine;
using UnityEngine.Networking;
using System.Collections;
public class PlayerShoot : NetworkBehaviour
{
private const string PLAYER_TAG = "Player";
private PlayerWeapon weapon;
[SerializeField]
private Camera cam;
[SerializeField]
private LayerMask mask;
void Start ()
{
if (cam == null)
{
Debug.LogError("PlayerShoot: No camera referenced!");
this.enabled = false;
}
//weaponManager = GetComponent<WeaponManager>();
}
void Update()
{
if(Input.GetButtonDown("Fire1"))
{
Shoot();
}
}
[Client]
void Shoot()
{
RaycastHit _hit;
// below line gives me error
if (Physics.Raycast(cam.transform.position, cam.transform.forward, out _hit, weapon.range, mask) )
{
//Debug.Log("we hit "+_hit.collider.name);
if(_hit.collider.tag == PLAYER_TAG)
{
CmdPlayerShot(_hit.collider.name,weapon.damage);
}
}
}
[Command]
void CmdPlayerShot (string _playerID, int _damage)
{
Debug.Log(_playerID + " has been shot.");
Player _player = GameManager.GetPlayer(_playerID);
_player.RpcTakeDamage(_damage);
}
}
// error : Object reference not set to an instance of an object
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