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https://github.com/DerTyp7/defrain-shooter-unity.git
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Grenades
[+] 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
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@@ -9,10 +9,9 @@ public class Weapon : MonoBehaviour
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Rifle, Pistole, Knife, Grenade
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}
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[SerializeField] weaponKinds weaponKind;
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[SerializeField] bool active = false;
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[SerializeField] float dropForce = 10f;
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[SerializeField] int damage = 0;
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[SerializeField] float firerate = 0;
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[SerializeField] int roundsPerShot = 1;
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[SerializeField] float recoilStrength = 0;
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[SerializeField] int currentAmmunition = 0;
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[SerializeField] int magazinSize = 0;
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@@ -22,12 +21,17 @@ public class Weapon : MonoBehaviour
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[SerializeField] Animator weaponAnimator;
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[SerializeField] Transform gunRightREF;
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[SerializeField] Transform gunLeftREF;
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[Header("Grenade")]
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[SerializeField] bool isGrenade = false;
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[SerializeField] float timer = 2f;
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[SerializeField] float explosionForce = 2f;
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[SerializeField] float grenadeRadius = 3f;
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[SerializeField] bool hasExploded = false;
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[SerializeField] bool hasBeenThrown = false;
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public bool Active { get => active; set => active = value; }
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public weaponKinds WeaponKind { get => weaponKind; }
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public int Damage { get => damage; set => damage = value; }
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public float Firerate { get => firerate; set => firerate = value; }
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public int RoundsPerShot { get => roundsPerShot; set => roundsPerShot = value; }
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public float RecoilStrength { get => recoilStrength; set => recoilStrength = value; }
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public int CurrentAmmunition { get => currentAmmunition; set => currentAmmunition = value; }
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public int MagazinSize { get => magazinSize; set => magazinSize = value; }
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@@ -37,10 +41,18 @@ public class Weapon : MonoBehaviour
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public Animator WeaponAnimator { get => weaponAnimator; }
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public Transform GunLeftREF { get => gunLeftREF; }
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public Transform GunRightREF { get => gunRightREF; }
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public float Timer { get => timer; set => timer = value; }
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public float GrenadeRadius { get => grenadeRadius; set => grenadeRadius = value; }
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public bool HasExploded { get => hasExploded; set => hasExploded = value; }
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public bool IsGrenade { get => isGrenade; set => isGrenade = value; }
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public bool HasBeenThrown { get => hasBeenThrown; set => hasBeenThrown = value; }
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public float ExplosionForce { get => explosionForce; set => explosionForce = value; }
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public float DropForce { get => dropForce; set => dropForce = value; }
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private void Start()
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{
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private void Start() {
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CurrentAmmunition = MagazinSize;
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if (weaponKind == weaponKinds.Grenade) { IsGrenade = true; }
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if (IsGrenade) { weaponKind = weaponKinds.Grenade; }
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}
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}
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