mirror of
https://github.com/DerTyp7/defrain-shooter-unity.git
synced 2025-10-29 20:52:10 +01:00
added fire animation and fire rate
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@@ -18,12 +18,14 @@ public class Headbob : NetworkBehaviour
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[SerializeField] private Transform Neck;
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private Vector3 lastPos;
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private Vector3 startPos;
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private Vector3 newPos;
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private float oldDist = 0;
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private float lerpVal = 0;
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private void Start()
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{
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lastPos = this.transform.position;
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//startPos = this.transform.position;
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}
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private void Update()
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@@ -53,19 +55,7 @@ public class Headbob : NetworkBehaviour
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}
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else
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{
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Neck.localPosition = Vector3.zero;
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if (false) {
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Neck.localPosition = Vector3.Lerp(newPos, Vector3.zero, lerpVal);
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if (lerpVal < 1)
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{
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lerpVal = lerpVal + 0.01f;
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}
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else
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{
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Neck.position = Vector3.zero;
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}
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}
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Neck.localPosition = Vector3.zero;
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}
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}
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@@ -76,7 +76,7 @@ public class PlayerMouseLook : NetworkBehaviour
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}
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playerCamera.position = playerNeck.position;
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playerCamera.position += playerNeck.up * neckLength;
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transform.Rotate(Vector3.up * currentMouseDelta.x * mouseSensitivity); //Rotate the hole player if looked sideways (Rotates the player left and right)
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}
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@@ -8,6 +8,14 @@ public class Shoot : NetworkBehaviour
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[SerializeField] GameObject muzzle;
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[SerializeField] ShootAnimation shootAnim;
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[SerializeField] float fireRate;
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private void Start()
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{
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if (isLocalPlayer)
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{
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shootAnim.OnSwitchWeapon(fireRate);
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}
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}
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private void Update()
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{
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if (isLocalPlayer)
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@@ -28,7 +36,7 @@ public class Shoot : NetworkBehaviour
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GameObject dedplayer;
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RaycastHit hit;
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shootAnim.StartShootAnimation(60f/fireRate);
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shootAnimation();
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if (Physics.Raycast(muzzle.transform.position, muzzle.transform.forward, out hit))
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{
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@@ -43,9 +51,9 @@ public class Shoot : NetworkBehaviour
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[Client]
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// This code will be executed on the Client.
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void RpcOnFire()
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void shootAnimation()
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{
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shootAnim.StartShootAnimation(fireRate);
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}
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}
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@@ -6,19 +6,17 @@ public class ShootAnimation : MonoBehaviour
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{
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private Animator anim;
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[SerializeField]private GameObject gun;
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void Start()
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{
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anim = gun.GetComponent<Animator>();
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}
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void OnSwitchWeapon(GameObject newGun)
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public void OnSwitchWeapon(float fireRate)
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{
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gun = newGun;
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//gun = newGun;
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anim = gun.GetComponent<Animator>();
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anim.SetFloat("ShootSpeed",1f/(60f/fireRate));
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}
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public void StartShootAnimation(float timeInSeconds)
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{
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anim.PlayInFixedTime("Shoot", 0, timeInSeconds);
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Debug.Log(anim.GetFloat("ShootSpeed"));
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anim.Play("Shoot");
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}
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// Update is called once per frame
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void Update()
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