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+ public void weaponToCloseToWall(bool state) { + int lineNumber = (new System.Diagnostics.StackFrame(0, true)).GetFileLineNumber(); // Only for debugging + //Debug.Log("PAC.cs (function at line:" + (lineNumber-1) + "): Weapon is to close to wall: Weapon should get upright or to normal position now depending on state!"); + } public void changePistole(bool isSwitching) { // Moves hands doooown ;) and up again NOT WORKING //aimVal = gravityValue(aimVal, aimSpeed, 1, 0, isSwitching); Vector3 b = new Vector3(HoldPoint.transform.localPosition.x, 1, HoldPoint.transform.localPosition.z); - //Debug.Log("HALLO: " + positionMod[3]); + //Debug.Log("PositionMod[3]: " + positionMod[3]); positionMod[3] = Vector3.Lerp(HoldPoint.transform.localPosition, b, 0.5f); - //Debug.Log("HALLO: " + positionMod[3]); + //Debug.Log("PositionMod[3]: " + positionMod[3]); } public void changeRifle(bool isSwitching) { // Moves hands up and doooown again ;) //aimVal = gravityValue(aimVal, aimSpeed, 1, 0, isSwitching); - Vector3 b = new Vector3(HoldPoint.transform.localPosition.x, HoldPoint.transform.localPosition.y + 1, HoldPoint.transform.localPosition.z); - positionMod[3] = Vector3.Lerp(HoldPoint.transform.localPosition, b, 0); + //Vector3 b = new Vector3(HoldPoint.transform.localPosition.x, HoldPoint.transform.localPosition.y + 1, HoldPoint.transform.localPosition.z); + //positionMod[3] = Vector3.Lerp(HoldPoint.transform.localPosition, b, 0); //Debug.Log("HALLO2"); } diff --git a/Assets/Scripts/Weapons/Shoot.cs b/Assets/Scripts/Weapons/Shoot.cs index b51ffe8..0dea42d 100644 --- a/Assets/Scripts/Weapons/Shoot.cs +++ b/Assets/Scripts/Weapons/Shoot.cs @@ -144,7 +144,7 @@ public class Shoot : NetworkBehaviour } public bool setWeapon(GameObject newWeapon) { - Debug.Log("Switch weapon to: " + newWeapon.transform.name); + //Debug.Log("Switch weapon to: " + newWeapon.transform.name); weapon = newWeapon.GetComponent(); curAmmo = weapon.CurrentAmmunition; totalAmmo = weapon.TotalAmmunition; diff --git a/Assets/Scripts/Weapons/Weapon.cs b/Assets/Scripts/Weapons/Weapon.cs index 070d752..5c602f4 100644 --- a/Assets/Scripts/Weapons/Weapon.cs +++ b/Assets/Scripts/Weapons/Weapon.cs @@ -19,6 +19,7 @@ public class Weapon : MonoBehaviour [SerializeField] int magazinSize = 0; [SerializeField] int totalAmmunition = 0; [SerializeField] GameObject bulletExit; + [SerializeField] bool toCloseToWall = false; [SerializeField] bool allowAction = true; [Header("")] [SerializeField] Animator weaponAnimator; @@ -37,6 +38,7 @@ public class Weapon : MonoBehaviour public int MagazinSize { get => magazinSize; set => magazinSize = value; } public int TotalAmmunition { get => totalAmmunition; set => totalAmmunition = value; } public GameObject BulletExit { get => bulletExit; } + public bool ToCloseToWall { get => toCloseToWall; set => toCloseToWall = value; } public bool AllowAction { get => allowAction; set => allowAction = value; } public Animator WeaponAnimator { get => weaponAnimator; } public Transform GunLeftREF { get => gunLeftREF; } @@ -48,4 +50,13 @@ public class Weapon : MonoBehaviour CurrentAmmunition = MagazinSize; } + // When to close to a wall, the player puts the weapon upright (Change size on weapon collider where isTrigger == true) + /*private void OnCollisionEnter(Collision collision) { + toCloseToWall = true; + Debug.Log(collision.transform.name); + } + private void OnCollisionExit(Collision collision) { + toCloseToWall = false; + }*/ + } diff --git a/Assets/Scripts/Weapons/WeaponManager.cs b/Assets/Scripts/Weapons/WeaponManager.cs index 39632d2..5a9cf83 100644 --- a/Assets/Scripts/Weapons/WeaponManager.cs +++ b/Assets/Scripts/Weapons/WeaponManager.cs @@ -6,11 +6,11 @@ using Mirror; public class WeaponManager : NetworkBehaviour { - public int currentWeaponIndex = 0; + public int currentWeaponIndex = 2; // Hand private int lastWeaponIndex = 0; - private int counter = 0; public List activeWeapons = new List(); private ProcedualAnimationController procedualAnimationController; + private Weapon weaponData; [SerializeField] Shoot shoot; [SerializeField] GameObject gunHolster; @@ -20,6 +20,8 @@ public class WeaponManager : NetworkBehaviour private void Awake() { procedualAnimationController = GetComponent(); + currentWeaponIndex = 2; // Hand + weaponData = activeWeapons[currentWeaponIndex].GetComponent(); // Hand } void Update() { @@ -45,13 +47,23 @@ public class WeaponManager : NetworkBehaviour } } + private void FixedUpdate() { + /*if(currentWeaponIndex != 2) { + if (weaponData.ToCloseToWall) { + procedualAnimationController.weaponToCloseToWall(true); + } else { + procedualAnimationController.weaponToCloseToWall(false); + } + }*/ + } + public bool switchWeapon(int direction) { // Get next active weapon index int nextActive = searchForNext(activeWeapons, lastWeaponIndex, direction); currentWeaponIndex = nextActive; procedualAnimationController.OnSwitchWeapon(activeWeapons[currentWeaponIndex]); shoot.setWeapon(activeWeapons[currentWeaponIndex]); - Weapon weaponData = activeWeapons[currentWeaponIndex].GetComponent(); + weaponData = activeWeapons[currentWeaponIndex].GetComponent(); procedualAnimationController.GunRightHandREF = weaponData.GunRightREF; procedualAnimationController.GunLeftHandREF = weaponData.GunLeftREF; // Play weapon switch animation @@ -111,7 +123,7 @@ public class WeaponManager : NetworkBehaviour hit.rigidbody.useGravity = false; // Disable all Collider SetAllColliderStatus(hit.transform.gameObject, false); - // Adding weapon to inventory slot + // Adding weapon to correct inventory slot switch (hit.transform.GetComponent().WeaponKind.ToString()) { case "Rifle": putWeaponInArray(0, hit); break; case "Pistole": putWeaponInArray(1, hit); break; diff --git a/UserSettings/Layouts/default-2021.dwlt b/UserSettings/Layouts/default-2021.dwlt index bc977e9..0fc03cf 100644 --- a/UserSettings/Layouts/default-2021.dwlt +++ b/UserSettings/Layouts/default-2021.dwlt @@ -119,7 +119,7 @@ MonoBehaviour: m_MinSize: {x: 400, y: 200} m_MaxSize: {x: 32384, y: 16192} vertical: 0 - controlID: 12157 + controlID: 39 --- !u!114 &6 MonoBehaviour: m_ObjectHideFlags: 52 @@ -144,7 +144,7 @@ MonoBehaviour: m_MinSize: {x: 300, y: 200} m_MaxSize: {x: 24288, y: 16192} vertical: 1 - controlID: 12158 + controlID: 40 --- !u!114 &7 MonoBehaviour: m_ObjectHideFlags: 52 @@ -170,7 +170,7 @@ MonoBehaviour: m_MinSize: {x: 300, y: 100} m_MaxSize: {x: 24288, y: 8096} vertical: 0 - controlID: 12159 + controlID: 41 --- !u!114 &8 MonoBehaviour: m_ObjectHideFlags: 52 @@ -274,7 +274,7 @@ MonoBehaviour: m_MinSize: {x: 200, y: 100} m_MaxSize: {x: 16192, y: 8096} vertical: 0 - controlID: 12102 + controlID: 61 --- !u!114 &12 MonoBehaviour: m_ObjectHideFlags: 52 @@ -346,8 +346,8 @@ MonoBehaviour: y: 0 width: 461 height: 1307 - m_MinSize: {x: 276, y: 71} - m_MaxSize: {x: 4001, y: 4021} + m_MinSize: {x: 275, y: 50} + m_MaxSize: {x: 4000, y: 4000} m_ActualView: {fileID: 21} m_Panes: - {fileID: 21} @@ -476,9 +476,9 @@ MonoBehaviour: m_SceneHierarchy: m_TreeViewState: scrollPos: {x: 0, y: 0} - m_SelectedIDs: 4e700000 - m_LastClickedID: 28750 - m_ExpandedIDs: ccf9ffff + m_SelectedIDs: + m_LastClickedID: 0 + m_ExpandedIDs: baf8ffff m_RenameOverlay: m_UserAcceptedRename: 0 m_Name: @@ -819,9 +819,9 @@ MonoBehaviour: m_PlayAudio: 0 m_AudioPlay: 0 m_Position: - m_Target: {x: -47.67771, y: -22.28258, z: -42.074715} + m_Target: {x: -78.60157, y: -36.421288, z: -33.39213} speed: 2 - m_Value: {x: -47.67771, y: -22.28258, z: -42.074715} + m_Value: {x: -78.60157, y: -36.421288, z: -33.39213} m_RenderMode: 0 m_CameraMode: drawMode: 0 @@ -868,13 +868,13 @@ MonoBehaviour: m_GridAxis: 1 m_gridOpacity: 0.5 m_Rotation: - m_Target: {x: 0.072064266, y: -0.88201773, z: 0.14362824, w: 0.44292492} + m_Target: {x: 0.11389863, y: -0.81114566, z: 0.16859324, w: 0.54827297} speed: 2 - m_Value: {x: 0.0720657, y: -0.8820353, z: 0.1436311, w: 0.44293377} + m_Value: {x: 0.11390107, y: -0.81116307, z: 0.16859686, w: 0.5482847} m_Size: - m_Target: 45.54132 + m_Target: 55.953186 speed: 2 - m_Value: 45.54132 + m_Value: 55.953186 m_Ortho: m_Target: 0 speed: 2 @@ -955,7 +955,7 @@ MonoBehaviour: scrollPos: {x: 0, y: 0} m_SelectedIDs: 04ca9a3b m_LastClickedID: 1000000004 - m_ExpandedIDs: 00000000d2760000d4760000d676000000ca9a3b + m_ExpandedIDs: 000000000c7600000e7600001076000000ca9a3b m_RenameOverlay: m_UserAcceptedRename: 0 m_Name: @@ -983,7 +983,7 @@ MonoBehaviour: scrollPos: {x: 0, y: 0} m_SelectedIDs: m_LastClickedID: 0 - m_ExpandedIDs: 00000000d2760000d4760000d676000000ca9a3b + m_ExpandedIDs: 000000000c7600000e76000010760000 m_RenameOverlay: m_UserAcceptedRename: 0 m_Name: