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				https://github.com/DerTyp7/defrain-shooter-unity.git
				synced 2025-10-29 20:52:10 +01:00 
			
		
		
		
	Weapon
This commit is contained in:
		| @@ -12,7 +12,6 @@ GameObject: | |||||||
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|   m_TagString: Untagged |   m_TagString: Untagged | ||||||
| @@ -97,22 +96,6 @@ BoxCollider: | |||||||
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| @@ -38,7 +38,7 @@ RenderSettings: | |||||||
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| --- !u!157 &3 | --- !u!157 &3 | ||||||
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| @@ -347,6 +347,7 @@ Transform: | |||||||
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|   m_ApplyRootMotion: 0 |   weaponKind: 1 | ||||||
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|   m_WarningMessage:  |   damage: 0 | ||||||
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|   m_ObjectHideFlags: 0 |   m_ObjectHideFlags: 0 | ||||||
| @@ -21703,16 +21862,18 @@ MonoBehaviour: | |||||||
|   m_Script: {fileID: 11500000, guid: c98f5c47a8b7dd64f86fd6f42c4d6e5e, type: 3} |   m_Script: {fileID: 11500000, guid: c98f5c47a8b7dd64f86fd6f42c4d6e5e, type: 3} | ||||||
|   m_Name:  |   m_Name:  | ||||||
|   m_EditorClassIdentifier:  |   m_EditorClassIdentifier:  | ||||||
|  |   weaponKind: 0 | ||||||
|   active: 1 |   active: 1 | ||||||
|   damage: 20 |   damage: 20 | ||||||
|   firerate: 0.2 |   firerate: 0.2 | ||||||
|   recoilStrength: 15 |   recoilStrength: 15 | ||||||
|   currentAmmunition: 12 |   currentAmmunition: 10 | ||||||
|   totalAmmunition: 12 |   magazinSize: 12 | ||||||
|  |   totalAmmunition: 24 | ||||||
|   flash: {fileID: 1869164905} |   flash: {fileID: 1869164905} | ||||||
|   smoke: {fileID: 1612241555} |   smoke: {fileID: 1612241555} | ||||||
|   bulletExit: {fileID: 964267714} |   bulletExit: {fileID: 964267714} | ||||||
|   camera: {fileID: 963194225} |   cam: {fileID: 963194225} | ||||||
| --- !u!95 &1995791060 | --- !u!95 &1995791060 | ||||||
| Animator: | Animator: | ||||||
|   serializedVersion: 3 |   serializedVersion: 3 | ||||||
| @@ -21870,7 +22031,7 @@ Transform: | |||||||
|   m_GameObject: {fileID: 2125254906} |   m_GameObject: {fileID: 2125254906} | ||||||
|   m_LocalRotation: {x: -0, y: -0, z: -0, w: 1} |   m_LocalRotation: {x: -0, y: -0, z: -0, w: 1} | ||||||
|   m_LocalPosition: {x: 0, y: 0, z: 0} |   m_LocalPosition: {x: 0, y: 0, z: 0} | ||||||
|   m_LocalScale: {x: 1, y: 1, z: 1} |   m_LocalScale: {x: 1, y: 1, z: 0.35526} | ||||||
|   m_Children: [] |   m_Children: [] | ||||||
|   m_Father: {fileID: 963194228} |   m_Father: {fileID: 963194228} | ||||||
|   m_RootOrder: 0 |   m_RootOrder: 0 | ||||||
|   | |||||||
| @@ -4,43 +4,36 @@ using UnityEngine; | |||||||
|  |  | ||||||
| public class Weapon : MonoBehaviour | public class Weapon : MonoBehaviour | ||||||
| { | { | ||||||
|  |     public enum weaponKinds | ||||||
|  |     { | ||||||
|  |         Rifle, Pistole, Knife, Granade | ||||||
|  |     } | ||||||
|  |     [SerializeField] weaponKinds weaponKind; | ||||||
|     [SerializeField] bool active = false; |     [SerializeField] bool active = false; | ||||||
|     [SerializeField] float damage = 0; |     [SerializeField] float damage = 0; | ||||||
|     [SerializeField] float firerate = 0; |     [SerializeField] float firerate = 0; | ||||||
|     [SerializeField] float recoilStrength = 0; |     [SerializeField] float recoilStrength = 0; | ||||||
|     [SerializeField] int currentAmmunition = 0; |     [SerializeField] int currentAmmunition = 0; | ||||||
|  |     [SerializeField] int magazinSize = 0; | ||||||
|     [SerializeField] int totalAmmunition = 0; |     [SerializeField] int totalAmmunition = 0; | ||||||
|     [SerializeField] ParticleSystem flash; |     [SerializeField] ParticleSystem flash; | ||||||
|     [SerializeField] ParticleSystem smoke; |     [SerializeField] ParticleSystem smoke; | ||||||
|     [SerializeField] GameObject bulletExit; |     [SerializeField] GameObject bulletExit; | ||||||
|     [SerializeField] GameObject camera; |     [SerializeField] GameObject cam; | ||||||
|      |     [SerializeField] GameObject model; | ||||||
|  |  | ||||||
|  |     private bool allowShoot = true, isReloading = false; | ||||||
|  |  | ||||||
|     public bool Active { get => active; set => active = value; } |     public bool Active { get => active; set => active = value; } | ||||||
|  |     public weaponKinds WeaponKind { get => weaponKind; set => weaponKind = value; } | ||||||
|     private bool allowShoot = true, isShooting = false; |     | ||||||
|     Animator anim; |     //Animator anim; | ||||||
|  |  | ||||||
|  |  | ||||||
|  |  | ||||||
|     /* |  | ||||||
|      *  |  | ||||||
|      * + Weapon Pickup |  | ||||||
|      * + Weapon Manage |  | ||||||
|      * + Weapon Inventory |  | ||||||
|      * + Weapon Drop |  | ||||||
|      *  |  | ||||||
|      *  |  | ||||||
|      */ |  | ||||||
|  |  | ||||||
|  |  | ||||||
|  |  | ||||||
|  |  | ||||||
|  |  | ||||||
|     private void Start() |     private void Start() | ||||||
|     { |     { | ||||||
|         anim = GetComponent<Animator>(); |         //anim = GetComponent<Animator>(); | ||||||
|  |         currentAmmunition = magazinSize; | ||||||
|         if (Physics.Raycast(camera.transform.position, camera.transform.forward, out RaycastHit hit)) |         if (Physics.Raycast(cam.transform.position, cam.transform.forward, out RaycastHit hit)) // Not Working | ||||||
|         { |         { | ||||||
|             transform.rotation = Quaternion.Euler(0f, hit.point.y, 0f); |             transform.rotation = Quaternion.Euler(0f, hit.point.y, 0f); | ||||||
|         } |         } | ||||||
| @@ -49,34 +42,32 @@ public class Weapon : MonoBehaviour | |||||||
|     { |     { | ||||||
|         if (Input.GetButton("Fire") && allowShoot && currentAmmunition > 0) |         if (Input.GetButton("Fire") && allowShoot && currentAmmunition > 0) | ||||||
|         { |         { | ||||||
|             anim.Play("USP_Shooting"); |             //anim.Play("USP_Shooting"); | ||||||
|             isShooting = true; |  | ||||||
|             StartCoroutine(fireRate()); |             StartCoroutine(fireRate()); | ||||||
|             fire(); |             fire(); | ||||||
|             currentAmmunition--; |             currentAmmunition--; | ||||||
|         } |         } | ||||||
|         else |  | ||||||
|         { |  | ||||||
|             isShooting = false; |  | ||||||
|         } |  | ||||||
|         if (Input.GetButton("Reload")) |         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 |         if (Input.GetButton("Aim")) // Not working properly, maybe Animations are not correct to use | ||||||
|         { |         { | ||||||
|             anim.Play("USP_Aim"); |             //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!"); |  | ||||||
|                 } |  | ||||||
|             } |  | ||||||
|         } |         } | ||||||
|          |          | ||||||
|     } |     } | ||||||
|   | |||||||
							
								
								
									
										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 | fileFormatVersion: 2 | ||||||
| guid: 430a0b8472192ab42b0101154932f4ad | guid: 98dadd30ba25ec34db3b45d0dca2827b | ||||||
| MonoImporter: | MonoImporter: | ||||||
|   externalObjects: {} |   externalObjects: {} | ||||||
|   serializedVersion: 2 |   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() |  | ||||||
|     { |  | ||||||
|  |  | ||||||
|     } |  | ||||||
|  |  | ||||||
| } |  | ||||||
| @@ -341,3 +341,35 @@ InputManager: | |||||||
|     type: 0 |     type: 0 | ||||||
|     axis: 0 |     axis: 0 | ||||||
|     joyNum: 0 |     joyNum: 0 | ||||||
|  |   - serializedVersion: 3 | ||||||
|  |     m_Name: Drop | ||||||
|  |     descriptiveName:  | ||||||
|  |     descriptiveNegativeName:  | ||||||
|  |     negativeButton:  | ||||||
|  |     positiveButton: q | ||||||
|  |     altNegativeButton:  | ||||||
|  |     altPositiveButton:  | ||||||
|  |     gravity: 1000 | ||||||
|  |     dead: 0.001 | ||||||
|  |     sensitivity: 1000 | ||||||
|  |     snap: 0 | ||||||
|  |     invert: 0 | ||||||
|  |     type: 0 | ||||||
|  |     axis: 0 | ||||||
|  |     joyNum: 0 | ||||||
|  |   - serializedVersion: 3 | ||||||
|  |     m_Name: Pickup | ||||||
|  |     descriptiveName:  | ||||||
|  |     descriptiveNegativeName:  | ||||||
|  |     negativeButton:  | ||||||
|  |     positiveButton: e | ||||||
|  |     altNegativeButton:  | ||||||
|  |     altPositiveButton:  | ||||||
|  |     gravity: 1000 | ||||||
|  |     dead: 0.001 | ||||||
|  |     sensitivity: 1000 | ||||||
|  |     snap: 0 | ||||||
|  |     invert: 0 | ||||||
|  |     type: 0 | ||||||
|  |     axis: 0 | ||||||
|  |     joyNum: 0 | ||||||
|   | |||||||
		Reference in New Issue
	
	Block a user
	 Noah4ever
					Noah4ever