mirror of
https://github.com/DerTyp7/defrain-shooter-unity.git
synced 2025-10-29 12:52:07 +01:00
Weapon
This commit is contained in:
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@@ -4,43 +4,36 @@ using UnityEngine;
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public class Weapon : MonoBehaviour
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{
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public enum weaponKinds
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{
|
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Rifle, Pistole, Knife, Granade
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}
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[SerializeField] weaponKinds weaponKind;
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[SerializeField] bool active = false;
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[SerializeField] float damage = 0;
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[SerializeField] float firerate = 0;
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[SerializeField] float recoilStrength = 0;
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[SerializeField] int currentAmmunition = 0;
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[SerializeField] int magazinSize = 0;
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[SerializeField] int totalAmmunition = 0;
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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 camera;
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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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public bool Active { get => active; set => active = value; }
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private bool allowShoot = true, isShooting = false;
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Animator anim;
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||||
|
||||
|
||||
/*
|
||||
*
|
||||
* + Weapon Pickup
|
||||
* + Weapon Manage
|
||||
* + Weapon Inventory
|
||||
* + Weapon Drop
|
||||
*
|
||||
*
|
||||
*/
|
||||
|
||||
|
||||
|
||||
|
||||
public weaponKinds WeaponKind { get => weaponKind; set => weaponKind = value; }
|
||||
|
||||
//Animator anim;
|
||||
|
||||
private void Start()
|
||||
{
|
||||
anim = GetComponent<Animator>();
|
||||
|
||||
if (Physics.Raycast(camera.transform.position, camera.transform.forward, out RaycastHit hit))
|
||||
//anim = GetComponent<Animator>();
|
||||
currentAmmunition = magazinSize;
|
||||
if (Physics.Raycast(cam.transform.position, cam.transform.forward, out RaycastHit hit)) // Not Working
|
||||
{
|
||||
transform.rotation = Quaternion.Euler(0f, hit.point.y, 0f);
|
||||
}
|
||||
@@ -49,34 +42,32 @@ public class Weapon : MonoBehaviour
|
||||
{
|
||||
if (Input.GetButton("Fire") && allowShoot && currentAmmunition > 0)
|
||||
{
|
||||
anim.Play("USP_Shooting");
|
||||
isShooting = true;
|
||||
//anim.Play("USP_Shooting");
|
||||
StartCoroutine(fireRate());
|
||||
fire();
|
||||
currentAmmunition--;
|
||||
}
|
||||
else
|
||||
{
|
||||
isShooting = false;
|
||||
}
|
||||
if (Input.GetButton("Reload"))
|
||||
{
|
||||
currentAmmunition = totalAmmunition;
|
||||
if (isReloading == false && totalAmmunition > 0)
|
||||
{
|
||||
isReloading = true;
|
||||
int dif = magazinSize - currentAmmunition;
|
||||
|
||||
if(totalAmmunition >= dif) {
|
||||
currentAmmunition += dif;
|
||||
totalAmmunition -= dif;
|
||||
}
|
||||
else{
|
||||
currentAmmunition += totalAmmunition;
|
||||
totalAmmunition = 0;
|
||||
}
|
||||
isReloading = false;
|
||||
}
|
||||
}
|
||||
if (Input.GetButton("Aim")) // Not working properly, maybe Animations are not correct to use
|
||||
{
|
||||
anim.Play("USP_Aim");
|
||||
}
|
||||
if (Input.GetButton("Interact"))
|
||||
{
|
||||
if(Physics.Raycast(camera.transform.position, camera.transform.forward, out RaycastHit hit))
|
||||
{
|
||||
Debug.DrawLine(camera.transform.position, hit.point);
|
||||
if (hit.collider.transform.name == transform.name)
|
||||
{
|
||||
Debug.Log("Hit me!");
|
||||
}
|
||||
}
|
||||
//anim.Play("USP_Aim");
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
63
Assets/Scripts/Weapons/WeaponManager.cs
Normal file
63
Assets/Scripts/Weapons/WeaponManager.cs
Normal file
@@ -0,0 +1,63 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class WeaponManager : MonoBehaviour
|
||||
{
|
||||
public int currentWeaponIndex = 0;
|
||||
public List<GameObject> allWeapons = new List<GameObject>();
|
||||
public GameObject[] activeWeapons;
|
||||
|
||||
[SerializeField] GameObject cam;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
activeWeapons = new GameObject[4];
|
||||
}
|
||||
|
||||
void Update() {
|
||||
if(Input.GetAxis("Mouse ScrollWheel") > 0f){ // Scroll up
|
||||
if (currentWeaponIndex <= 0)
|
||||
{ currentWeaponIndex = activeWeapons.Length; }
|
||||
else { currentWeaponIndex--; }
|
||||
}
|
||||
if (Input.GetAxis("Mouse ScrollWheel") < 0f){ // Scroll down
|
||||
if (currentWeaponIndex >= activeWeapons.Length)
|
||||
{ currentWeaponIndex = 0; }
|
||||
else { currentWeaponIndex++; }
|
||||
}
|
||||
if (Input.GetButton("Interact")) // e
|
||||
{
|
||||
if (Physics.Raycast(cam.transform.position, cam.transform.forward, out RaycastHit hit))
|
||||
{
|
||||
Debug.DrawLine(cam.transform.position, hit.point);
|
||||
if (allWeapons.Contains(hit.transform.gameObject) && !searchInArray(activeWeapons, hit.transform.gameObject)) // If Object is a weapon and the weapon is not in the current active weapons
|
||||
{
|
||||
switch (hit.transform.GetComponent<Weapon>().WeaponKind.ToString()) // Adding weapon to inventory slot
|
||||
{
|
||||
case "Rifle": activeWeapons[0] = hit.transform.gameObject; break;
|
||||
case "Pistole": activeWeapons[1] = hit.transform.gameObject; break;
|
||||
case "Knife": activeWeapons[2] = hit.transform.gameObject; break;
|
||||
case "Granade": activeWeapons[3] = hit.transform.gameObject; break;
|
||||
default: break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
if (Input.GetButton("Drop")) // q Droping weapon
|
||||
{
|
||||
activeWeapons[currentWeaponIndex] = null;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
private bool searchInArray(GameObject[] arr, GameObject searchObj)
|
||||
{
|
||||
foreach(GameObject obj in arr)
|
||||
{
|
||||
if (obj == searchObj) return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
}
|
||||
@@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 430a0b8472192ab42b0101154932f4ad
|
||||
guid: 98dadd30ba25ec34db3b45d0dca2827b
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
@@ -1,20 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class WeaponSwitch : MonoBehaviour
|
||||
{
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
Reference in New Issue
Block a user