more error correction

This commit is contained in:
Noah4ever
2021-11-21 20:51:29 +01:00
parent 35837c18cd
commit 420dd1199a

View File

@@ -44,31 +44,32 @@ public class WeaponManager : NetworkBehaviour
}
}
if (Input.GetButtonDown("Interact")) // e
if (Input.GetButtonDown("Interact")) // e NACH DEM AUFHEBEN MUSS N<>CSHTE AKTIVE GESUCHT WEREDN
{
CmdPickupWeapon();
}else if (Input.GetButtonDown("Drop")) // q Droping weapon
}else if (Input.GetButtonDown("Drop")) // q Droping weapon ERSTE WAFFE DIE MAN DROPT WIRD DEAKTIVIERT
{
if(activeWeapons[currentWeaponIndex] != null)
{
Rigidbody rigid = activeWeapons[currentWeaponIndex].GetComponent<Rigidbody>();
activeWeapons[currentWeaponIndex].SetActive(true);
GameObject curWeapon = activeWeapons[currentWeaponIndex];
Rigidbody rigid = curWeapon.GetComponent<Rigidbody>();
curWeapon.transform.position = cam.transform.position;
rigid.useGravity = true;
rigid.isKinematic = false;
activeWeapons[currentWeaponIndex].transform.position = cam.transform.position;
activeWeapons[currentWeaponIndex].GetComponent<BoxCollider>().enabled = true;
rigid.velocity = cam.transform.forward * 10 + cam.transform.up * 2;
activeWeapons[currentWeaponIndex].gameObject.transform.SetParent(null);
curWeapon.GetComponent<BoxCollider>().enabled = true;
curWeapon.gameObject.transform.SetParent(null);
activeWeapons[currentWeaponIndex] = null;
int nextActive = SearchForNext(activeWeapons, currentWeaponIndex, 1);
if(nextActive != -1) // -1 no next found
{
lastWeaponIndex = currentWeaponIndex;
if (nextActive != -1) { // -1 no next found
currentWeaponIndex = nextActive;
activeWeapons[currentWeaponIndex].SetActive(true);
// play weapon switch animation
}
}
}
@@ -86,7 +87,7 @@ public class WeaponManager : NetworkBehaviour
if (i >= l.Count) { i = 0; size = lastActive; }
else if(i < 0) { i = size-1; size = -1; }
if (l[i] != null) {
if(l[lastActive] != null) { l[lastActive].SetActive(false); }
if(l[lastActive] != null) { Debug.Log("SetActive(False)"); l[lastActive].SetActive(false); }
return i;
}
if (direction == 1) {