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https://github.com/DerTyp7/defrain-shooter-unity.git
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Grenade Data Location
Grenade data is now on Grenade.cs and not on Weapon.cs. You need both scripts to make a grenade work
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@@ -4,17 +4,30 @@ using UnityEngine;
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public class Grenade : MonoBehaviour
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{
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[SerializeField] GameObject explodeParticle;
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[SerializeField] Weapon weapon;
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[Header("Grenade Info")]
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[SerializeField] float timer = 2f;
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[SerializeField] float explosionForce = 500f;
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[SerializeField] float grenadeRadius = 3f;
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[SerializeField] bool hasExploded = false;
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private float countdown;
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[Header("Explosion GameObject")]
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[SerializeField] GameObject explodeParticle;
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[Header("Scripts")]
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[SerializeField] Weapon weapon;
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[Header("Debug")]
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[SerializeField] bool showExplosion = true;
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void Start() {
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countdown = weapon.Timer;
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countdown = timer;
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}
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void Update() {
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// If grenade has been thrown and countdown is over 0 and grenade has not exploded yet
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if (weapon.HasBeenThrown && !weapon.HasExploded) {
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if (weapon.HasBeenThrown && !hasExploded) {
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// Decrease timer by 1 second
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countdown -= Time.deltaTime;
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// If countdown get to 0... BOOM!:
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@@ -28,13 +41,17 @@ public class Grenade : MonoBehaviour
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/* - Spawn explosion particles and add force to nearby objects - */
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private void Explode() {
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// Spawns explosion particle
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GameObject spawnedExplosion = Instantiate(explodeParticle, transform.position, transform.rotation);
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// Destroys explosion particle after on second
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Destroy(spawnedExplosion, 1);
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if (showExplosion)
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{
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// Spawns explosion particle
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GameObject spawnedExplosion = Instantiate(explodeParticle, transform.position, transform.rotation);
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// Destroys explosion particle after on second
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Destroy(spawnedExplosion, 1);
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}
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// Gets all collider that are in a sphere around the grenade
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Collider[] colliders = Physics.OverlapSphere(transform.position, weapon.GrenadeRadius);
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Collider[] colliders = Physics.OverlapSphere(transform.position, grenadeRadius);
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// Iterate over all colliders found in radius
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foreach(Collider nearbyObject in colliders) {
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// Check if nearby object is a Player and if Collider is not a CharacterController (can be changed to CapsuleCollider)
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@@ -47,11 +64,11 @@ public class Grenade : MonoBehaviour
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// if rigidbody exists...
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if (rb != null) {
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// adds force to nearby objects
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rb.AddExplosionForce(weapon.ExplosionForce, transform.position, weapon.GrenadeRadius);
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rb.AddExplosionForce(explosionForce, transform.position, grenadeRadius);
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}
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}
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}
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weapon.HasExploded = true;
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hasExploded = true;
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// Destroys grenade
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Destroy(gameObject);
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}
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@@ -46,7 +46,6 @@ public class Shoot : NetworkBehaviour
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}
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if (Input.GetButtonDown("Fire")) {
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updateCanvas = true;
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// If current weapon kind is a rifle or pistole
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string weaponKindString = weapon.WeaponKind.ToString();
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if(weaponKindString == "Rifle" || weaponKindString == "Pistole") {
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@@ -8,6 +8,7 @@ public class Weapon : MonoBehaviour
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{
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Rifle, Pistole, Knife, Grenade
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}
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[Header("Weapon Info")]
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[SerializeField] weaponKinds weaponKind;
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[SerializeField] float dropForce = 10f;
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[SerializeField] int damage = 0;
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@@ -18,18 +19,15 @@ public class Weapon : MonoBehaviour
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[SerializeField] int totalAmmunition = 0;
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[SerializeField] GameObject bulletExit;
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[SerializeField] bool allowAction = true;
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[Header("")]
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[SerializeField] Animator weaponAnimator;
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[SerializeField] Transform gunRightREF;
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[SerializeField] Transform gunLeftREF;
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[Header("Grenade")]
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[SerializeField] bool isGrenade = false;
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[SerializeField] float timer = 2f;
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[SerializeField] float explosionForce = 2f;
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[SerializeField] float grenadeRadius = 3f;
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[SerializeField] bool hasExploded = false;
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[SerializeField] bool hasBeenThrown = false;
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//[Header("Grenade")]
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private bool hasBeenThrown = false;
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public weaponKinds WeaponKind { get => weaponKind; }
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public float DropForce { get => dropForce; set => dropForce = value; }
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public int Damage { get => damage; set => damage = value; }
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public float Firerate { get => firerate; set => firerate = value; }
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public float RecoilStrength { get => recoilStrength; set => recoilStrength = value; }
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@@ -41,18 +39,10 @@ public class Weapon : MonoBehaviour
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public Animator WeaponAnimator { get => weaponAnimator; }
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public Transform GunLeftREF { get => gunLeftREF; }
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public Transform GunRightREF { get => gunRightREF; }
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public float Timer { get => timer; set => timer = value; }
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public float GrenadeRadius { get => grenadeRadius; set => grenadeRadius = value; }
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public bool HasExploded { get => hasExploded; set => hasExploded = value; }
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public bool IsGrenade { get => isGrenade; set => isGrenade = value; }
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public bool HasBeenThrown { get => hasBeenThrown; set => hasBeenThrown = value; }
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public float ExplosionForce { get => explosionForce; set => explosionForce = value; }
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public float DropForce { get => dropForce; set => dropForce = value; }
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private void Start() {
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CurrentAmmunition = MagazinSize;
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if (weaponKind == weaponKinds.Grenade) { IsGrenade = true; }
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if (IsGrenade) { weaponKind = weaponKinds.Grenade; }
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}
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}
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@@ -122,6 +122,7 @@ public class WeaponManager : NetworkBehaviour
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}
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activeWeapons[index] = hit.transform.gameObject;
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activeWeapons[index].SetActive(true);
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// \/ Same as in switchWeapon()
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currentWeaponIndex = index;
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procedualAnimationController.OnSwitchWeapon(activeWeapons[currentWeaponIndex]);
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shoot.setWeapon(activeWeapons[currentWeaponIndex]);
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