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Weapon
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63
Assets/Scripts/Weapons/WeaponManager.cs
Normal file
63
Assets/Scripts/Weapons/WeaponManager.cs
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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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