Open sneakblock opened 2 years ago
Added the abstract class RangedWeapon, that reads from a WeaponData scriptable object and performs shared functions according to this data. So far, I have some rudimentary aiming behavior that adjusts the Gizmo rays onscreen to represent the "goal vector" along which the bullet is fired, and the error vectors that represent spread. Spread tightens when the play aims according to an AimSpreadSharpness variable in the WeaponData.
Weapon System
Weapons:
Projectiles: