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https://github.com/DerTyp7/defrain-shooter-unity.git
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more error correction
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@@ -44,31 +44,32 @@ public class WeaponManager : NetworkBehaviour
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}
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}
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if (Input.GetButtonDown("Interact")) // e
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if (Input.GetButtonDown("Interact")) // e NACH DEM AUFHEBEN MUSS N<>CSHTE AKTIVE GESUCHT WEREDN
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{
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CmdPickupWeapon();
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}else if (Input.GetButtonDown("Drop")) // q Droping weapon
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}else if (Input.GetButtonDown("Drop")) // q Droping weapon ERSTE WAFFE DIE MAN DROPT WIRD DEAKTIVIERT
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{
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if(activeWeapons[currentWeaponIndex] != null)
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{
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Rigidbody rigid = activeWeapons[currentWeaponIndex].GetComponent<Rigidbody>();
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activeWeapons[currentWeaponIndex].SetActive(true);
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GameObject curWeapon = activeWeapons[currentWeaponIndex];
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Rigidbody rigid = curWeapon.GetComponent<Rigidbody>();
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curWeapon.transform.position = cam.transform.position;
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rigid.useGravity = true;
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rigid.isKinematic = false;
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activeWeapons[currentWeaponIndex].transform.position = cam.transform.position;
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activeWeapons[currentWeaponIndex].GetComponent<BoxCollider>().enabled = true;
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rigid.velocity = cam.transform.forward * 10 + cam.transform.up * 2;
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activeWeapons[currentWeaponIndex].gameObject.transform.SetParent(null);
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curWeapon.GetComponent<BoxCollider>().enabled = true;
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curWeapon.gameObject.transform.SetParent(null);
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activeWeapons[currentWeaponIndex] = null;
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int nextActive = SearchForNext(activeWeapons, currentWeaponIndex, 1);
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if(nextActive != -1) // -1 no next found
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{
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lastWeaponIndex = currentWeaponIndex;
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if (nextActive != -1) { // -1 no next found
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currentWeaponIndex = nextActive;
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activeWeapons[currentWeaponIndex].SetActive(true);
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// play weapon switch animation
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}
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}
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}
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@@ -86,7 +87,7 @@ public class WeaponManager : NetworkBehaviour
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if (i >= l.Count) { i = 0; size = lastActive; }
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else if(i < 0) { i = size-1; size = -1; }
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if (l[i] != null) {
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if(l[lastActive] != null) { l[lastActive].SetActive(false); }
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if(l[lastActive] != null) { Debug.Log("SetActive(False)"); l[lastActive].SetActive(false); }
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return i;
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}
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if (direction == 1) {
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