From 572344254d7098256fca8a54c3b99422d2e031ed Mon Sep 17 00:00:00 2001 From: Noah4ever <66632359+Noah4ever@users.noreply.github.com> Date: Wed, 15 Dec 2021 13:19:10 +0100 Subject: [PATCH] Little fix on player, added trigger collider on usp @juliuse98 needs to fix when looking up the weapon gets to far away an the hands look strange. Tried to fix it a bit. Its no a little better but NOT completely fixed. USP has now a collider that is a trigger. When the weapon is clipping through the wall (befor that the collider should trigger and the player puts the weapon upright) ITS NOT WORKING but the structure is there... (All collider gets disabled when you pick up a weapon) --- Assets/Objects/Weapons/USP/USP 1.prefab | 94 +++++++++++++------ .../New Universal Render Pipeline Asset.asset | 8 +- Assets/Prefabs/Player/Player.prefab | 90 +++++++++--------- Assets/Scenes/TestScene.unity | 9 +- .../Player/ProcedualAnimationController.cs | 15 ++- Assets/Scripts/Weapons/Shoot.cs | 2 +- Assets/Scripts/Weapons/Weapon.cs | 11 +++ Assets/Scripts/Weapons/WeaponManager.cs | 20 +++- UserSettings/Layouts/default-2021.dwlt | 34 +++---- 9 files changed, 174 insertions(+), 109 deletions(-) diff --git a/Assets/Objects/Weapons/USP/USP 1.prefab b/Assets/Objects/Weapons/USP/USP 1.prefab index adeaf1d..6579022 100644 --- a/Assets/Objects/Weapons/USP/USP 1.prefab +++ b/Assets/Objects/Weapons/USP/USP 1.prefab @@ -23,13 +23,14 @@ Transform: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 1029209707363336683} - m_LocalRotation: {x: 0, y: 0.7071068, z: 0.7071068, w: 0} - m_LocalPosition: {x: -0.039, y: -0.0474, z: -0.2881} + m_LocalRotation: {x: 0.04839414, y: 0.7054488, z: 0.7054488, w: -0.04839414} + m_LocalPosition: {x: -0.048699856, y: -0.058, z: -0.1693} m_LocalScale: {x: 1, y: 1, z: 1} + m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 8797726366404580855} m_RootOrder: 2 - m_LocalEulerAnglesHint: {x: -90, y: 180, z: 0} + m_LocalEulerAnglesHint: {x: -90, y: 180, z: 7.848999} --- !u!1 &1880099159927430553 GameObject: m_ObjectHideFlags: 0 @@ -42,6 +43,8 @@ GameObject: - component: {fileID: 1078062810013672401} - component: {fileID: 1672832146417829139} - component: {fileID: 6050550425513890989} + - component: {fileID: 1514911119484970353} + - component: {fileID: 2772737694660170496} m_Layer: 7 m_Name: USP 1 m_TagString: Weapon @@ -59,6 +62,7 @@ Transform: m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} m_LocalPosition: {x: 0, y: 0, z: 0} m_LocalScale: {x: 1, y: 1, z: 1} + m_ConstrainProportionsScale: 0 m_Children: - {fileID: 6108047450985722759} - {fileID: 5139256649524637864} @@ -92,17 +96,20 @@ MonoBehaviour: m_Name: m_EditorClassIdentifier: weaponKind: 1 - active: 0 + dropForce: 10 + hitForce: 100 damage: 35 firerate: 352 - roundsPerShot: 1 recoilStrength: 22 currentAmmunition: 12 magazinSize: 12 totalAmmunition: 24 bulletExit: {fileID: 7014992348987952529} + toCloseToWall: 0 allowAction: 1 weaponAnimator: {fileID: 0} + gunRightREF: {fileID: 0} + gunLeftREF: {fileID: 0} --- !u!65 &6050550425513890989 BoxCollider: m_ObjectHideFlags: 0 @@ -114,8 +121,34 @@ BoxCollider: m_IsTrigger: 0 m_Enabled: 1 serializedVersion: 2 - 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target: {fileID: 9082234699677627348, guid: bd217f9f85ce78e46a925776562625e8, type: 3} propertyPath: explosionForce - value: 1000 + value: 800 objectReference: {fileID: 0} - target: {fileID: 9082234699677627348, guid: bd217f9f85ce78e46a925776562625e8, type: 3} propertyPath: explodeParticle diff --git a/Assets/Scripts/Player/ProcedualAnimationController.cs b/Assets/Scripts/Player/ProcedualAnimationController.cs index d5ae508..a61f2c7 100644 --- a/Assets/Scripts/Player/ProcedualAnimationController.cs +++ b/Assets/Scripts/Player/ProcedualAnimationController.cs @@ -259,6 +259,8 @@ public class ProcedualAnimationController : NetworkBehaviour { if (positionMod[i] != null) totalPosition += positionMod[i]; + //if (i == 3) + //Debug.Log(positionMod[i]); } /*-----Apply Gun Rotation-----*/ @@ -302,18 +304,21 @@ public class ProcedualAnimationController : NetworkBehaviour aimVal = gravityValue(aimVal, aimSpeed, 1, 0, isAiming); positionMod[2] = Vector3.Lerp(HoldPoint.transform.localPosition, AimPoint.transform.localPosition, Mathf.Pow(aimVal, 1.3f)); } - + 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: