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https://github.com/DerTyp7/defrain-shooter-unity.git
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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)
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@@ -6,11 +6,11 @@ using Mirror;
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public class WeaponManager : NetworkBehaviour
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{
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public int currentWeaponIndex = 0;
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public int currentWeaponIndex = 2; // Hand
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private int lastWeaponIndex = 0;
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private int counter = 0;
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public List<GameObject> activeWeapons = new List<GameObject>();
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private ProcedualAnimationController procedualAnimationController;
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private Weapon weaponData;
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[SerializeField] Shoot shoot;
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[SerializeField] GameObject gunHolster;
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@@ -20,6 +20,8 @@ public class WeaponManager : NetworkBehaviour
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private void Awake()
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{
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procedualAnimationController = GetComponent<ProcedualAnimationController>();
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currentWeaponIndex = 2; // Hand
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weaponData = activeWeapons[currentWeaponIndex].GetComponent<Weapon>(); // Hand
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}
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void Update() {
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@@ -45,13 +47,23 @@ public class WeaponManager : NetworkBehaviour
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}
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}
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private void FixedUpdate() {
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/*if(currentWeaponIndex != 2) {
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if (weaponData.ToCloseToWall) {
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procedualAnimationController.weaponToCloseToWall(true);
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} else {
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procedualAnimationController.weaponToCloseToWall(false);
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}
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}*/
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}
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public bool switchWeapon(int direction) {
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// Get next active weapon index
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int nextActive = searchForNext(activeWeapons, lastWeaponIndex, direction);
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currentWeaponIndex = nextActive;
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procedualAnimationController.OnSwitchWeapon(activeWeapons[currentWeaponIndex]);
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shoot.setWeapon(activeWeapons[currentWeaponIndex]);
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Weapon weaponData = activeWeapons[currentWeaponIndex].GetComponent<Weapon>();
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weaponData = activeWeapons[currentWeaponIndex].GetComponent<Weapon>();
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procedualAnimationController.GunRightHandREF = weaponData.GunRightREF;
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procedualAnimationController.GunLeftHandREF = weaponData.GunLeftREF;
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// Play weapon switch animation
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@@ -111,7 +123,7 @@ public class WeaponManager : NetworkBehaviour
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hit.rigidbody.useGravity = false;
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// Disable all Collider
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SetAllColliderStatus(hit.transform.gameObject, false);
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// Adding weapon to inventory slot
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// Adding weapon to correct inventory slot
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switch (hit.transform.GetComponent<Weapon>().WeaponKind.ToString()) {
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case "Rifle": putWeaponInArray(0, hit); break;
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case "Pistole": putWeaponInArray(1, hit); break;
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