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countdown = weapon.Timer; + countdown = timer; } void Update() { // If grenade has been thrown and countdown is over 0 and grenade has not exploded yet - if (weapon.HasBeenThrown && !weapon.HasExploded) { + if (weapon.HasBeenThrown && !hasExploded) { // Decrease timer by 1 second countdown -= Time.deltaTime; // If countdown get to 0... BOOM!: @@ -28,13 +41,17 @@ public class Grenade : MonoBehaviour /* - Spawn explosion particles and add force to nearby objects - */ private void Explode() { - // Spawns explosion particle - GameObject spawnedExplosion = Instantiate(explodeParticle, transform.position, transform.rotation); - // Destroys explosion particle after on second - Destroy(spawnedExplosion, 1); + if (showExplosion) + { + // Spawns explosion particle + GameObject spawnedExplosion = Instantiate(explodeParticle, transform.position, transform.rotation); + // Destroys explosion particle after on second + Destroy(spawnedExplosion, 1); + } + // Gets all collider that are in a sphere around the grenade - Collider[] colliders = Physics.OverlapSphere(transform.position, weapon.GrenadeRadius); + Collider[] colliders = Physics.OverlapSphere(transform.position, grenadeRadius); // Iterate over all colliders found in radius foreach(Collider nearbyObject in colliders) { // Check if nearby object is a Player and if Collider is not a CharacterController (can be changed to CapsuleCollider) @@ -47,11 +64,11 @@ public class Grenade : MonoBehaviour // if rigidbody exists... if (rb != null) { // adds force to nearby objects - rb.AddExplosionForce(weapon.ExplosionForce, transform.position, weapon.GrenadeRadius); + rb.AddExplosionForce(explosionForce, transform.position, grenadeRadius); } } } - weapon.HasExploded = true; + hasExploded = true; // Destroys grenade Destroy(gameObject); } diff --git a/Assets/Scripts/Weapons/Shoot.cs b/Assets/Scripts/Weapons/Shoot.cs index 63abe3a..c9be8e2 100644 --- a/Assets/Scripts/Weapons/Shoot.cs +++ b/Assets/Scripts/Weapons/Shoot.cs @@ -46,7 +46,6 @@ public class Shoot : NetworkBehaviour } if (Input.GetButtonDown("Fire")) { updateCanvas = true; - // If current weapon kind is a rifle or pistole string weaponKindString = weapon.WeaponKind.ToString(); if(weaponKindString == "Rifle" || weaponKindString == "Pistole") { diff --git a/Assets/Scripts/Weapons/Weapon.cs b/Assets/Scripts/Weapons/Weapon.cs index 0951a3d..c629323 100644 --- a/Assets/Scripts/Weapons/Weapon.cs +++ b/Assets/Scripts/Weapons/Weapon.cs @@ -8,6 +8,7 @@ public class Weapon : MonoBehaviour { Rifle, Pistole, Knife, Grenade } + [Header("Weapon Info")] [SerializeField] weaponKinds weaponKind; [SerializeField] float dropForce = 10f; [SerializeField] int damage = 0; @@ -18,18 +19,15 @@ public class Weapon : MonoBehaviour [SerializeField] int totalAmmunition = 0; [SerializeField] GameObject bulletExit; [SerializeField] bool allowAction = true; + [Header("")] [SerializeField] Animator weaponAnimator; [SerializeField] Transform gunRightREF; [SerializeField] Transform gunLeftREF; - [Header("Grenade")] - [SerializeField] bool isGrenade = false; - [SerializeField] float timer = 2f; - [SerializeField] float explosionForce = 2f; - [SerializeField] float grenadeRadius = 3f; - [SerializeField] bool hasExploded = false; - [SerializeField] bool hasBeenThrown = false; + //[Header("Grenade")] + private bool hasBeenThrown = false; public weaponKinds WeaponKind { get => weaponKind; } + public float DropForce { get => dropForce; set => dropForce = value; } public int Damage { get => damage; set => damage = value; } public float Firerate { get => firerate; set => firerate = value; } public float RecoilStrength { get => recoilStrength; set => recoilStrength = value; } @@ -41,18 +39,10 @@ public class Weapon : MonoBehaviour public Animator WeaponAnimator { get => weaponAnimator; } public Transform GunLeftREF { get => gunLeftREF; } public Transform GunRightREF { get => gunRightREF; } - public float Timer { get => timer; set => timer = value; } - public float GrenadeRadius { get => grenadeRadius; set => grenadeRadius = value; } - public bool HasExploded { get => hasExploded; set => hasExploded = value; } - public bool IsGrenade { get => isGrenade; set => isGrenade = value; } public bool HasBeenThrown { get => hasBeenThrown; set => hasBeenThrown = value; } - public float ExplosionForce { get => explosionForce; set => explosionForce = value; } - public float DropForce { get => dropForce; set => dropForce = value; } private void Start() { CurrentAmmunition = MagazinSize; - if (weaponKind == weaponKinds.Grenade) { IsGrenade = true; } - if (IsGrenade) { weaponKind = weaponKinds.Grenade; } } } diff --git a/Assets/Scripts/Weapons/WeaponManager.cs b/Assets/Scripts/Weapons/WeaponManager.cs index d6e95f9..8eb9b9d 100644 --- a/Assets/Scripts/Weapons/WeaponManager.cs +++ b/Assets/Scripts/Weapons/WeaponManager.cs @@ -122,6 +122,7 @@ public class WeaponManager : NetworkBehaviour } activeWeapons[index] = hit.transform.gameObject; activeWeapons[index].SetActive(true); + // \/ Same as in switchWeapon() currentWeaponIndex = index; procedualAnimationController.OnSwitchWeapon(activeWeapons[currentWeaponIndex]); shoot.setWeapon(activeWeapons[currentWeaponIndex]);