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https://github.com/DerTyp7/defrain-shooter-unity.git
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Weapon
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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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/*
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*
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* + Weapon Pickup
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* + Weapon Manage
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* + Weapon Inventory
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* + Weapon Drop
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*
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*
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*/
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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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{
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anim = GetComponent<Animator>();
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if (Physics.Raycast(camera.transform.position, camera.transform.forward, out RaycastHit hit))
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//anim = GetComponent<Animator>();
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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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@@ -49,34 +42,32 @@ public class Weapon : MonoBehaviour
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{
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if (Input.GetButton("Fire") && allowShoot && currentAmmunition > 0)
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{
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anim.Play("USP_Shooting");
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isShooting = true;
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//anim.Play("USP_Shooting");
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StartCoroutine(fireRate());
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fire();
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currentAmmunition--;
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}
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else
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{
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isShooting = false;
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}
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if (Input.GetButton("Reload"))
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{
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currentAmmunition = totalAmmunition;
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if (isReloading == false && totalAmmunition > 0)
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{
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isReloading = true;
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int dif = magazinSize - currentAmmunition;
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if(totalAmmunition >= dif) {
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currentAmmunition += dif;
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totalAmmunition -= dif;
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}
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else{
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currentAmmunition += totalAmmunition;
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totalAmmunition = 0;
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}
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isReloading = false;
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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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{
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anim.Play("USP_Aim");
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}
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if (Input.GetButton("Interact"))
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{
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if(Physics.Raycast(camera.transform.position, camera.transform.forward, out RaycastHit hit))
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{
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Debug.DrawLine(camera.transform.position, hit.point);
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if (hit.collider.transform.name == transform.name)
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{
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Debug.Log("Hit me!");
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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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63
Assets/Scripts/Weapons/WeaponManager.cs
Normal file
63
Assets/Scripts/Weapons/WeaponManager.cs
Normal file
@@ -0,0 +1,63 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class WeaponManager : MonoBehaviour
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{
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public int currentWeaponIndex = 0;
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public List<GameObject> allWeapons = new List<GameObject>();
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public GameObject[] activeWeapons;
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[SerializeField] GameObject cam;
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private void Awake()
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{
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activeWeapons = new GameObject[4];
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}
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void Update() {
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if(Input.GetAxis("Mouse ScrollWheel") > 0f){ // Scroll up
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if (currentWeaponIndex <= 0)
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{ currentWeaponIndex = activeWeapons.Length; }
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else { currentWeaponIndex--; }
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}
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if (Input.GetAxis("Mouse ScrollWheel") < 0f){ // Scroll down
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if (currentWeaponIndex >= activeWeapons.Length)
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{ currentWeaponIndex = 0; }
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else { currentWeaponIndex++; }
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}
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if (Input.GetButton("Interact")) // e
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{
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if (Physics.Raycast(cam.transform.position, cam.transform.forward, out RaycastHit hit))
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{
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Debug.DrawLine(cam.transform.position, hit.point);
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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
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{
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switch (hit.transform.GetComponent<Weapon>().WeaponKind.ToString()) // Adding weapon to inventory slot
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{
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case "Rifle": activeWeapons[0] = hit.transform.gameObject; break;
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case "Pistole": activeWeapons[1] = hit.transform.gameObject; break;
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case "Knife": activeWeapons[2] = hit.transform.gameObject; break;
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case "Granade": activeWeapons[3] = hit.transform.gameObject; break;
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default: break;
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}
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}
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}
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}
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if (Input.GetButton("Drop")) // q Droping weapon
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{
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activeWeapons[currentWeaponIndex] = null;
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}
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}
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private bool searchInArray(GameObject[] arr, GameObject searchObj)
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{
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foreach(GameObject obj in arr)
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{
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if (obj == searchObj) return true;
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}
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return false;
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}
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}
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@@ -1,5 +1,5 @@
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fileFormatVersion: 2
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guid: 430a0b8472192ab42b0101154932f4ad
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guid: 98dadd30ba25ec34db3b45d0dca2827b
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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@@ -1,20 +0,0 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class WeaponSwitch : MonoBehaviour
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{
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// Start is called before the first frame update
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void Start()
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{
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}
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// Update is called once per frame
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void Update()
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{
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}
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}
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