diff --git a/Assets/Prefabs/Missile.prefab b/Assets/Prefabs/Missile.prefab index c1d180b..11855a5 100644 Binary files a/Assets/Prefabs/Missile.prefab and b/Assets/Prefabs/Missile.prefab differ diff --git a/Assets/Prefabs/Player.prefab b/Assets/Prefabs/Player.prefab index 5228e10..a58f2c5 100644 Binary files a/Assets/Prefabs/Player.prefab and b/Assets/Prefabs/Player.prefab differ diff --git a/Assets/Scenes/Game.unity b/Assets/Scenes/Game.unity index aa00cee..c69e725 100644 Binary files a/Assets/Scenes/Game.unity and b/Assets/Scenes/Game.unity differ diff --git a/Assets/Scripts/Player/TankMovements.cs b/Assets/Scripts/Player/TankMovements.cs index cc0d7fa..fb2be57 100644 --- a/Assets/Scripts/Player/TankMovements.cs +++ b/Assets/Scripts/Player/TankMovements.cs @@ -13,7 +13,7 @@ namespace TankFighters.Player [RequireComponent (typeof(CharacterController))] public class TankMovements : NetworkBehaviour { - public int speed = 1; + public float speed = 1f; public Transform headTransform; public Transform missileSpawn; @@ -56,6 +56,8 @@ void Update() movement *= Time.deltaTime; controller.Move(movement); + int layerMask = 1 << LayerMask.NameToLayer("Ground"); + #if !UNITY_EDITOR for (var i = 0; i < Input.touchCount; ++i) { @@ -63,7 +65,7 @@ void Update() { ray = Camera.main.ScreenPointToRay((Vector3)Input.GetTouch(i).position); RaycastHit hit; - if(canFire && tank.health > 0 && Physics.Raycast(ray, out hit, LayerMask.NameToLayer("Ground")) && !EventSystem.current.IsPointerOverGameObject(Input.GetTouch(i).fingerId)) + if(canFire && tank.health > 0 && Physics.Raycast(ray, out hit, 100f, LayerMask) && !EventSystem.current.IsPointerOverGameObject(Input.GetTouch(i).fingerId)) { headTransform.LookAt(new Vector3(hit.point.x, headTransform.position.y, hit.point.z)); CmdSpawnMissile(missileSpawn.position); @@ -76,7 +78,7 @@ void Update() { ray = Camera.main.ScreenPointToRay(Input.mousePosition + new Vector3(0f, 0f, 10f)); RaycastHit hit; - if(canFire && tank.health > 0 && Physics.Raycast(ray, out hit, LayerMask.NameToLayer("Ground"))) + if(canFire && tank.health > 0 && Physics.Raycast(ray, out hit, 10000f, layerMask)) { headTransform.LookAt(new Vector3(hit.point.x, headTransform.position.y, hit.point.z)); CmdSpawnMissile(missileSpawn.position); diff --git a/ProjectSettings/DynamicsManager.asset b/ProjectSettings/DynamicsManager.asset index eda3816..6b05789 100644 Binary files a/ProjectSettings/DynamicsManager.asset and b/ProjectSettings/DynamicsManager.asset differ diff --git a/ProjectSettings/GraphicsSettings.asset b/ProjectSettings/GraphicsSettings.asset index a528f5d..1d6ad03 100644 Binary files a/ProjectSettings/GraphicsSettings.asset and b/ProjectSettings/GraphicsSettings.asset differ diff --git a/ProjectSettings/ProjectSettings.asset b/ProjectSettings/ProjectSettings.asset index 053e524..000663a 100644 Binary files a/ProjectSettings/ProjectSettings.asset and b/ProjectSettings/ProjectSettings.asset differ diff --git a/ProjectSettings/TagManager.asset b/ProjectSettings/TagManager.asset index f8d418d..536e017 100644 Binary files a/ProjectSettings/TagManager.asset and b/ProjectSettings/TagManager.asset differ