[+] added
+ grenade.cs script
+ grenades can be thrown
+ grenades "explode" and spawn "explosion" (currently only a 50% transparent cube)

- NEEDS TO BE TESTED => BUG FIXED
This commit is contained in:
Noah4ever
2021-12-08 15:31:13 +01:00
parent 95f94d062d
commit 56f5aec9cc
14 changed files with 735 additions and 78 deletions

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View File

@@ -0,0 +1,51 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Grenade : MonoBehaviour
{
[SerializeField] GameObject explodeParticle;
[SerializeField] Weapon weapon;
private float countdown;
void Start() {
countdown = weapon.Timer;
}
void Update() {
// If grenade has been thrown and countdown is over 0 and grenade has not exploded yet
if (weapon.HasBeenThrown && !weapon.HasExploded) {
// Decrease timer by 1 second
countdown -= Time.deltaTime;
// If countdown get to 0... BOOM!:
if(countdown <= 0) {
// Lets grenade explode
Explode();
}
}
}
/* - Spawn explosion particles and add force to nearby objects - */
private void Explode() {
// Spawns explosion particle
GameObject spawnedExplosion = Instantiate(explodeParticle, transform.position, transform.rotation);
// Destroys explosion particle after on second
Destroy(spawnedExplosion, 1);
// Gets all collider that are in a sphere around the grenade
Collider[] colliders = Physics.OverlapSphere(transform.position, weapon.GrenadeRadius);
// Iterate over all colliders found in radius
foreach(Collider nearbyObject in colliders) {
// Get Rigidbody from nearby object and...
Rigidbody rb = nearbyObject.GetComponent<Rigidbody>();
// if rigidbody exists...
if(rb != null) {
// adds force to nearby objects
rb.AddExplosionForce(weapon.ExplosionForce, transform.position, weapon.GrenadeRadius);
}
}
weapon.HasExploded = true;
// Destroys grenade
Destroy(gameObject);
}
}

View File

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View File

@@ -5,12 +5,14 @@ using Mirror;
using TMPro;
public class Shoot : NetworkBehaviour
{
[SerializeField] WeaponManager weaponManager; // For throwing grenade
[SerializeField] GameObject muzzle;
[SerializeField] ProcedualAnimationController shootAnim;
[SerializeField] GameObject weaponHolder;
[SerializeField] Camera mCamera;
[SerializeField] bool limitAmmunition = true;
private Weapon weapon;
private RaycastHit crosshairHitPoint;
private Vector3 _pointDirection;
@@ -48,21 +50,37 @@ public class Shoot : NetworkBehaviour
{
weapon.GetComponent<BoxCollider>().enabled = false;
}
if (weapon.AllowAction && weapon.CurrentAmmunition > 0)
{
shootAnim.Recoil(0.1f);
}
CmdFireBullet();
// If current weapon kind is a rifle or pistole
string weaponKindString = weapon.WeaponKind.ToString();
if(weaponKindString == "Rifle" || weaponKindString == "Pistole") {
if (weapon.AllowAction && weapon.CurrentAmmunition > 0) {
shootAnim.Recoil(0.1f);
}
// Shoot Weapon
CmdFireBullet();
} // If current weapon kind is grenade
else if(weaponKindString == "Grenade"){
// Throw Grenade
throwGrenade();
} // If current weapon kind is kinfe
else {
// Throw hands (punch)
}
}
if (Input.GetButtonDown("Reload")) {
updateCanvas = true;
CmdReloadWeapon();
}
}
}
}
private void throwGrenade() {
Debug.Log("ThrowGrenade!");
// Throws grenade with dropForce
weapon.HasBeenThrown = true;
weaponManager.dropWeapon(weapon.DropForce);
}
[Command]
private void CmdReloadWeapon() {
if (weapon.AllowAction && limitAmmunition) {

View File

@@ -9,10 +9,9 @@ public class Weapon : MonoBehaviour
Rifle, Pistole, Knife, Grenade
}
[SerializeField] weaponKinds weaponKind;
[SerializeField] bool active = false;
[SerializeField] float dropForce = 10f;
[SerializeField] int damage = 0;
[SerializeField] float firerate = 0;
[SerializeField] int roundsPerShot = 1;
[SerializeField] float recoilStrength = 0;
[SerializeField] int currentAmmunition = 0;
[SerializeField] int magazinSize = 0;
@@ -22,12 +21,17 @@ public class Weapon : MonoBehaviour
[SerializeField] Animator weaponAnimator;
[SerializeField] Transform gunRightREF;
[SerializeField] Transform gunLeftREF;
[Header("Grenade")]
[SerializeField] bool isGrenade = false;
[SerializeField] float timer = 2f;
[SerializeField] float explosionForce = 2f;
[SerializeField] float grenadeRadius = 3f;
[SerializeField] bool hasExploded = false;
[SerializeField] bool hasBeenThrown = false;
public bool Active { get => active; set => active = value; }
public weaponKinds WeaponKind { get => weaponKind; }
public int Damage { get => damage; set => damage = value; }
public float Firerate { get => firerate; set => firerate = value; }
public int RoundsPerShot { get => roundsPerShot; set => roundsPerShot = value; }
public float RecoilStrength { get => recoilStrength; set => recoilStrength = value; }
public int CurrentAmmunition { get => currentAmmunition; set => currentAmmunition = value; }
public int MagazinSize { get => magazinSize; set => magazinSize = value; }
@@ -37,10 +41,18 @@ public class Weapon : MonoBehaviour
public Animator WeaponAnimator { get => weaponAnimator; }
public Transform GunLeftREF { get => gunLeftREF; }
public Transform GunRightREF { get => gunRightREF; }
public float Timer { get => timer; set => timer = value; }
public float GrenadeRadius { get => grenadeRadius; set => grenadeRadius = value; }
public bool HasExploded { get => hasExploded; set => hasExploded = value; }
public bool IsGrenade { get => isGrenade; set => isGrenade = value; }
public bool HasBeenThrown { get => hasBeenThrown; set => hasBeenThrown = value; }
public float ExplosionForce { get => explosionForce; set => explosionForce = value; }
public float DropForce { get => dropForce; set => dropForce = value; }
private void Start()
{
private void Start() {
CurrentAmmunition = MagazinSize;
if (weaponKind == weaponKinds.Grenade) { IsGrenade = true; }
if (IsGrenade) { weaponKind = weaponKinds.Grenade; }
}
}

View File

@@ -29,20 +29,20 @@ public class WeaponManager : NetworkBehaviour
lastWeaponIndex = currentWeaponIndex;
activeWeapons[currentWeaponIndex].SetActive(false);
switchWeapon(-1);
activeWeapons[currentWeaponIndex].SetActive(true);
}
else if (Input.GetAxis("Mouse ScrollWheel") < 0f) { // Scroll down
lastWeaponIndex = currentWeaponIndex;
activeWeapons[currentWeaponIndex].SetActive(false);
switchWeapon(1);
activeWeapons[currentWeaponIndex].SetActive(true);
}
activeWeapons[currentWeaponIndex].SetActive(true);
if (Input.GetButtonDown("Interact")) { // e
PickupWeapon();
}else if (Input.GetButtonDown("Drop")) { // q Droping weapon
if (activeWeapons[currentWeaponIndex] != null) {
dropWeapon(); // Throws weapon away
switchWeapon(1);
dropWeapon(activeWeapons[currentWeaponIndex].GetComponent<Weapon>().DropForce); // Throws weapon away
activeWeapons[currentWeaponIndex].SetActive(true);
}
}
@@ -118,7 +118,7 @@ public class WeaponManager : NetworkBehaviour
private bool putWeaponInArray(int index, RaycastHit hit) {
if (activeWeapons[currentWeaponIndex] != null) {
dropWeapon(); // Throws weapon away
dropWeapon(activeWeapons[currentWeaponIndex].GetComponent<Weapon>().DropForce); // Throws weapon away
}
activeWeapons[index] = hit.transform.gameObject;
activeWeapons[index].SetActive(true);
@@ -131,7 +131,7 @@ public class WeaponManager : NetworkBehaviour
return true;
}
private bool dropWeapon() {
public bool dropWeapon(float dropForce) {
if(currentWeaponIndex != 2) {
GameObject currentWeapon = activeWeapons[currentWeaponIndex];
currentWeapon.SetActive(true);
@@ -142,7 +142,7 @@ public class WeaponManager : NetworkBehaviour
currentWeapon.GetComponent<BoxCollider>().enabled = true;
currentWeapon.gameObject.transform.SetParent(null);
activeWeapons[currentWeaponIndex] = null;
switchWeapon(1);
return true;
}
else {