mirror of
https://github.com/DerTyp7/defrain-shooter-unity.git
synced 2025-10-29 12:52:07 +01:00
Merge FIX
This commit is contained in:
@@ -115,6 +115,7 @@ GameObject:
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m_Component:
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- component: {fileID: 732033708985862910}
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- component: {fileID: 6352645931139448055}
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m_GameObject: {fileID: 5071598280516985511}
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@@ -153,6 +154,29 @@ MonoBehaviour:
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m_Script: {fileID: 11500000, guid: 48948dfe9d76b07488dacd46a7955fa1, type: 3}
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m_Name:
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m_Name:
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weaponKind: 0
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active: 0
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firerate: 320
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recoilStrength: 0
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currentAmmunition: 100
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magazinSize: 100
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totalAmmunition: 100
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bulletExit: {fileID: 2236875552107647873}
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allowAction: 1
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--- !u!1001 &1330674258901920049
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PrefabInstance:
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@@ -475,7 +475,7 @@ GameObject:
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- component: {fileID: 6207632454083444980}
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@@ -623,6 +623,10 @@ MonoBehaviour:
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HoldPoint: {fileID: 8043317747957554736}
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rotationMod:
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--- !u!114 &5630859218361338035
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@@ -665,7 +669,7 @@ MonoBehaviour:
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username:
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usernameTextObj: {fileID: 0}
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health: 0
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m_Script: {fileID: 11500000, guid: 0f43c52a1834dcb4bab807bc0cbddec2, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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syncMode: 0
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syncInterval: 0.1
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muzzle: {fileID: 3649358604728444914}
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shootAnim: {fileID: 3387435154213398635}
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fireRate: 320
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gunHoldPos: {fileID: 3682030003239559187}
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weaponHolder: {fileID: 7768205653369755348}
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mCamera: {fileID: 6272346181657429395}
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limitAmmunition: 1
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MonoBehaviour:
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@@ -38,7 +38,7 @@ RenderSettings:
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m_Sun: {fileID: 705507994}
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--- !u!157 &3
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LightmapSettings:
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@@ -1233,7 +1233,7 @@ MonoBehaviour:
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DebugTextAmmunition: {fileID: 1430445133}
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DebugTextClientServer: {fileID: 0}
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Player: {fileID: 0}
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Player: {fileID: 6272346181302961293, guid: a14d876ac00bdf6498e30b3e58b68fdf, type: 3}
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GameManager: {fileID: 0}
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fpsText: {fileID: 72243808}
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deltaTime: 0
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@@ -91,7 +91,7 @@ public class ProcedualAnimationController : NetworkBehaviour
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public bool isAiming = false;
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Vector3[] positionMod = new Vector3[3];
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Quaternion[] rotationMod = new Quaternion[3];
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public Quaternion[] rotationMod = new Quaternion[3];
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public void OnSwitchWeapon(float fireRate)
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@@ -6,9 +6,8 @@ using TMPro;
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public class Shoot : NetworkBehaviour
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{
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[SerializeField] GameObject muzzle;
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[SerializeField] ShootAnimation shootAnim;
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[SerializeField] ProcedualAnimationController shootAnim;
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[SerializeField] GameObject weaponHolder;
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[SerializeField] GameObject GunRotation;
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[SerializeField] Camera mCamera;
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[SerializeField] bool limitAmmunition = true;
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@@ -26,7 +25,10 @@ public class Shoot : NetworkBehaviour
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public int TotalAmmo { get => totalAmmo; set => totalAmmo = value; }
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private void Start() {
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if (isServer) {
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weapon = weaponHolder.GetComponent<Weapon>();
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shootAnim.OnSwitchWeapon(weapon.Firerate);
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}
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if (isLocalPlayer) {
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weapon = weaponHolder.GetComponent<Weapon>();
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shootAnim.OnSwitchWeapon(weapon.Firerate);
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@@ -44,7 +46,9 @@ 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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Debug.Log(" click");
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CmdFireBullet();
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shootAnim.Recoil(0.1f);
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}
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if (Input.GetButtonDown("Reload")) {
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updateCanvas = true;
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@@ -65,18 +69,21 @@ public class Shoot : NetworkBehaviour
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// This code will be executed on the Server.
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private void CmdFireBullet() {
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ray = new Ray(mCamera.transform.position, mCamera.transform.forward); // Raycast from Camera
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if(Physics.Raycast(ray, out crosshairHitPoint, 5000f)) { // Check if Raycast is beyond 5000
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Debug.Log(" C Ray");
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if (Physics.Raycast(ray, out crosshairHitPoint, 5000f)) { // Check if Raycast is beyond 5000
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Debug.Log(" floor");
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hitpos = crosshairHitPoint.point; // If hitpoint is under 5000
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} else {
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} else {
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hitpos = mCamera.transform.position + mCamera.transform.forward * 5000;
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}
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_pointDirection = hitpos - muzzle.transform.position;
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_lookRotation = Quaternion.LookRotation(_pointDirection);
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GunRotation.transform.rotation = Quaternion.RotateTowards(GunRotation.transform.rotation, _lookRotation, 1f); // Point weapon to raycast hitpoint from camera
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shootAnim.rotationMod[1] = Quaternion.RotateTowards(weaponHolder.transform.rotation, _lookRotation, 1f); // Point weapon to raycast hitpoint from camera
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if (weapon.AllowAction) { // If not reloading etc.
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if (Physics.Raycast(muzzle.transform.position, muzzle.transform.forward, out hit) && weapon.CurrentAmmunition > 0) { // Raycast from Bullet Exit Point to camera raycast
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shootAnimation(); // Start Shoot Animation
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Debug.DrawLine(muzzle.transform.position, hit.point);
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bulletHole(GameObject.CreatePrimitive(PrimitiveType.Sphere), hit); // Creates bullethole where raycast hits
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@@ -90,7 +97,7 @@ public class Shoot : NetworkBehaviour
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subtractAmmunition(weapon); // Subtract Ammunition
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}
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StartCoroutine(fireRate());
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}
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}
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}
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void bulletHole(GameObject holeObject, RaycastHit hit)
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@@ -99,11 +106,6 @@ public class Shoot : NetworkBehaviour
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holeObject.transform.position = hit.point;
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}
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[Client]
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void shootAnimation() {
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shootAnim.recoil(0.1f);
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}
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IEnumerator fireRate() {
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weapon.AllowAction = false;
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@@ -45,10 +45,10 @@ MonoBehaviour:
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m_Tooltip:
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m_Pos:
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serializedVersion: 2
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x: 0
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y: 545.60004
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y: 546.4
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width: 1170.2
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height: 237.79999
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height: 237
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m_ViewDataDictionary: {fileID: 0}
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m_OverlayCanvas:
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m_LastAppliedPresetName: Default
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|
||||
Reference in New Issue
Block a user