Multicrew Tank Combat Script !!exclusive!! <CERTIFIED>
void UpdateSpotting() { if (Input.GetMouseButtonDown(1)) // right-click { RaycastHit hit; if (Physics.Raycast(commanderCamera.transform.position, commanderCamera.transform.forward, out hit, 800f)) { TargetData target = new TargetData(hit.transform.gameObject, hit.point, Time.time); RpcBroadcastTarget(target); // Audio cue to gunner: "Target, 2 o'clock, 400 meters!" AudioManager.PlaySpottingVoiceLine(CalculateDirection(hit.point), Vector3.Distance(transform.position, hit.point)); } } }
// Move rigidbody Vector3 movement = transform.forward * ((leftTrackSpeed + rightTrackSpeed) * 0.5f * Time.deltaTime); rigidbody.MovePosition(rigidbody.position + movement); rigidbody.MoveRotation(rigidbody.rotation * Quaternion.Euler(0, (steerInput * 45f) * Time.deltaTime, 0)); multicrew tank combat script
// Role assignments public NetworkIdentity driver, gunner, commander, loader; void UpdateSpotting() { if (Input
[Command] void CmdFireGun() { if (isGunner && reloadProgress >= 1f && currentAmmo > 0) { RpcFireEffects(); RpcUpdateAmmo(currentAmmo - 1); reloadProgress = 0f; } } [ClientRpc] void RpcFireEffects() { // muzzle flash, sound, recoil on all clients } // Audio cue to gunner: "Target
// Apply track damage penalty if (trackHealthLeft < 30f) leftTrackSpeed *= 0.5f;