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https://github.com/DerTyp7/defrain-shooter-unity.git
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Weapon
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@@ -17,41 +17,31 @@ public class Weapon : MonoBehaviour
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[SerializeField] int magazinSize = 0;
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[SerializeField] int magazinSize = 0;
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[SerializeField] int totalAmmunition = 0;
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[SerializeField] int totalAmmunition = 0;
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[SerializeField] ParticleSystem flash;
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[SerializeField] ParticleSystem flash;
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[SerializeField] ParticleSystem smoke;
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[SerializeField] GameObject bulletExit;
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[SerializeField] GameObject bulletExit;
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[SerializeField] GameObject cam;
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[SerializeField] GameObject model;
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private bool allowShoot = true, isReloading = false;
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private bool allowShoot = true;
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public bool Active { get => active; set => active = value; }
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public bool Active { get => active; set => active = value; }
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public weaponKinds WeaponKind { get => weaponKind; set => weaponKind = value; }
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public weaponKinds WeaponKind { get => weaponKind; set => weaponKind = value; }
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//Animator anim;
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private void Start()
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private void Start()
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{
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{
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//anim = GetComponent<Animator>();
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currentAmmunition = magazinSize;
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currentAmmunition = magazinSize;
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if (Physics.Raycast(cam.transform.position, cam.transform.forward, out RaycastHit hit)) // Not Working
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{
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transform.rotation = Quaternion.Euler(0f, hit.point.y, 0f);
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}
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}
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}
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private void FixedUpdate()
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private void FixedUpdate()
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{
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{
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if (Input.GetButton("Fire") && allowShoot && currentAmmunition > 0)
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if (Input.GetButton("Fire") && allowShoot && currentAmmunition > 0)
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{
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{
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//anim.Play("USP_Shooting");
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StartCoroutine(fireRate());
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fire();
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fire();
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StartCoroutine(fireRate());
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currentAmmunition--;
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currentAmmunition--;
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}
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}
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if (Input.GetButton("Reload"))
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if (Input.GetButton("Reload"))
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{
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{
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if (isReloading == false && totalAmmunition > 0)
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if (allowShoot && totalAmmunition > 0)
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{
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{
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isReloading = true;
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allowShoot = false;
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int dif = magazinSize - currentAmmunition;
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int dif = magazinSize - currentAmmunition;
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if(totalAmmunition >= dif) {
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if(totalAmmunition >= dif) {
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@@ -62,12 +52,12 @@ public class Weapon : MonoBehaviour
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currentAmmunition += totalAmmunition;
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currentAmmunition += totalAmmunition;
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totalAmmunition = 0;
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totalAmmunition = 0;
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}
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}
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isReloading = false;
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allowShoot = true;
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}
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}
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}
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}
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if (Input.GetButton("Aim")) // Not working properly, maybe Animations are not correct to use
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if (Input.GetButton("Aim"))
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{
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{
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//anim.Play("USP_Aim");
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}
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}
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}
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}
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@@ -75,17 +65,11 @@ public class Weapon : MonoBehaviour
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{
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{
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allowShoot = false;
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allowShoot = false;
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flash.Play();
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flash.Play();
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//smoke.Play();
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RaycastHit hit;
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RaycastHit hit;
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if(Physics.Raycast(bulletExit.transform.position,bulletExit.transform.forward, out hit))
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if(Physics.Raycast(bulletExit.transform.position,bulletExit.transform.forward, out hit))
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{
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{
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Debug.DrawLine(bulletExit.transform.position, hit.point);
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Debug.DrawLine(bulletExit.transform.position, hit.point);
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/*if(hit.rigidbody != null)
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{
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hit.rigidbody.AddForce(hit.normal * 80);
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}
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Instantiate(bulletImpact, hit.point, Quaternion.LookRotation(hit.normal));*/
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}
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}
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}
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}
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