Grenade Data Location

Grenade data is now on Grenade.cs and not on Weapon.cs.
You need both scripts to make a grenade work
This commit is contained in:
Noah4ever
2021-12-09 14:55:06 +01:00
parent e59b767daf
commit 0b7ff6f5f1
6 changed files with 1346 additions and 50 deletions

View File

@@ -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; }
}
}