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)
This commit is contained in:
Noah4ever
2021-12-15 13:19:10 +01:00
parent bdf043d299
commit 572344254d
9 changed files with 174 additions and 109 deletions

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propertyPath: explosionForce propertyPath: explosionForce
value: 1000 value: 800
objectReference: {fileID: 0} objectReference: {fileID: 0}
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propertyPath: explodeParticle propertyPath: explodeParticle
@@ -1727,7 +1727,8 @@ PrefabInstance:
propertyPath: m_Materials.Array.data[0] propertyPath: m_Materials.Array.data[0]
value: value:
objectReference: {fileID: 2100000, guid: 7e832beb11d0b11499c8a1b3b4e52e78, type: 2} objectReference: {fileID: 2100000, guid: 7e832beb11d0b11499c8a1b3b4e52e78, type: 2}
m_RemovedComponents: [] m_RemovedComponents:
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m_SourcePrefab: {fileID: 100100000, guid: 6f5ccb6e55f1676429c170257dc7a411, type: 3} m_SourcePrefab: {fileID: 100100000, guid: 6f5ccb6e55f1676429c170257dc7a411, type: 3}
--- !u!1 &589432432 stripped --- !u!1 &589432432 stripped
GameObject: GameObject:
@@ -2557,7 +2558,7 @@ PrefabInstance:
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propertyPath: explosionForce propertyPath: explosionForce
value: 1000 value: 800
objectReference: {fileID: 0} objectReference: {fileID: 0}
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propertyPath: explodeParticle propertyPath: explodeParticle
@@ -5690,7 +5691,7 @@ PrefabInstance:
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View File

@@ -259,6 +259,8 @@ public class ProcedualAnimationController : NetworkBehaviour
{ {
if (positionMod[i] != null) if (positionMod[i] != null)
totalPosition += positionMod[i]; totalPosition += positionMod[i];
//if (i == 3)
//Debug.Log(positionMod[i]);
} }
/*-----Apply Gun Rotation-----*/ /*-----Apply Gun Rotation-----*/
@@ -302,18 +304,21 @@ public class ProcedualAnimationController : NetworkBehaviour
aimVal = gravityValue(aimVal, aimSpeed, 1, 0, isAiming); aimVal = gravityValue(aimVal, aimSpeed, 1, 0, isAiming);
positionMod[2] = Vector3.Lerp(HoldPoint.transform.localPosition, AimPoint.transform.localPosition, Mathf.Pow(aimVal, 1.3f)); 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 public void changePistole(bool isSwitching) { // Moves hands doooown ;) and up again NOT WORKING
//aimVal = gravityValue(aimVal, aimSpeed, 1, 0, isSwitching); //aimVal = gravityValue(aimVal, aimSpeed, 1, 0, isSwitching);
Vector3 b = new Vector3(HoldPoint.transform.localPosition.x, 1, HoldPoint.transform.localPosition.z); 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); 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 ;) public void changeRifle(bool isSwitching) { // Moves hands up and doooown again ;)
//aimVal = gravityValue(aimVal, aimSpeed, 1, 0, isSwitching); //aimVal = gravityValue(aimVal, aimSpeed, 1, 0, isSwitching);
Vector3 b = new Vector3(HoldPoint.transform.localPosition.x, HoldPoint.transform.localPosition.y + 1, HoldPoint.transform.localPosition.z); //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); //positionMod[3] = Vector3.Lerp(HoldPoint.transform.localPosition, b, 0);
//Debug.Log("HALLO2"); //Debug.Log("HALLO2");
} }

View File

@@ -144,7 +144,7 @@ public class Shoot : NetworkBehaviour
} }
public bool setWeapon(GameObject newWeapon) { public bool setWeapon(GameObject newWeapon) {
Debug.Log("Switch weapon to: " + newWeapon.transform.name); //Debug.Log("Switch weapon to: " + newWeapon.transform.name);
weapon = newWeapon.GetComponent<Weapon>(); weapon = newWeapon.GetComponent<Weapon>();
curAmmo = weapon.CurrentAmmunition; curAmmo = weapon.CurrentAmmunition;
totalAmmo = weapon.TotalAmmunition; totalAmmo = weapon.TotalAmmunition;

View File

@@ -19,6 +19,7 @@ public class Weapon : MonoBehaviour
[SerializeField] int magazinSize = 0; [SerializeField] int magazinSize = 0;
[SerializeField] int totalAmmunition = 0; [SerializeField] int totalAmmunition = 0;
[SerializeField] GameObject bulletExit; [SerializeField] GameObject bulletExit;
[SerializeField] bool toCloseToWall = false;
[SerializeField] bool allowAction = true; [SerializeField] bool allowAction = true;
[Header("")] [Header("")]
[SerializeField] Animator weaponAnimator; [SerializeField] Animator weaponAnimator;
@@ -37,6 +38,7 @@ public class Weapon : MonoBehaviour
public int MagazinSize { get => magazinSize; set => magazinSize = value; } public int MagazinSize { get => magazinSize; set => magazinSize = value; }
public int TotalAmmunition { get => totalAmmunition; set => totalAmmunition = value; } public int TotalAmmunition { get => totalAmmunition; set => totalAmmunition = value; }
public GameObject BulletExit { get => bulletExit; } public GameObject BulletExit { get => bulletExit; }
public bool ToCloseToWall { get => toCloseToWall; set => toCloseToWall = value; }
public bool AllowAction { get => allowAction; set => allowAction = value; } public bool AllowAction { get => allowAction; set => allowAction = value; }
public Animator WeaponAnimator { get => weaponAnimator; } public Animator WeaponAnimator { get => weaponAnimator; }
public Transform GunLeftREF { get => gunLeftREF; } public Transform GunLeftREF { get => gunLeftREF; }
@@ -48,4 +50,13 @@ public class Weapon : MonoBehaviour
CurrentAmmunition = MagazinSize; 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;
}*/
} }

View File

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

View File

@@ -119,7 +119,7 @@ MonoBehaviour:
m_MinSize: {x: 400, y: 200} m_MinSize: {x: 400, y: 200}
m_MaxSize: {x: 32384, y: 16192} m_MaxSize: {x: 32384, y: 16192}
vertical: 0 vertical: 0
controlID: 12157 controlID: 39
--- !u!114 &6 --- !u!114 &6
MonoBehaviour: MonoBehaviour:
m_ObjectHideFlags: 52 m_ObjectHideFlags: 52
@@ -144,7 +144,7 @@ MonoBehaviour:
m_MinSize: {x: 300, y: 200} m_MinSize: {x: 300, y: 200}
m_MaxSize: {x: 24288, y: 16192} m_MaxSize: {x: 24288, y: 16192}
vertical: 1 vertical: 1
controlID: 12158 controlID: 40
--- !u!114 &7 --- !u!114 &7
MonoBehaviour: MonoBehaviour:
m_ObjectHideFlags: 52 m_ObjectHideFlags: 52
@@ -170,7 +170,7 @@ MonoBehaviour:
m_MinSize: {x: 300, y: 100} m_MinSize: {x: 300, y: 100}
m_MaxSize: {x: 24288, y: 8096} m_MaxSize: {x: 24288, y: 8096}
vertical: 0 vertical: 0
controlID: 12159 controlID: 41
--- !u!114 &8 --- !u!114 &8
MonoBehaviour: MonoBehaviour:
m_ObjectHideFlags: 52 m_ObjectHideFlags: 52
@@ -274,7 +274,7 @@ MonoBehaviour:
m_MinSize: {x: 200, y: 100} m_MinSize: {x: 200, y: 100}
m_MaxSize: {x: 16192, y: 8096} m_MaxSize: {x: 16192, y: 8096}
vertical: 0 vertical: 0
controlID: 12102 controlID: 61
--- !u!114 &12 --- !u!114 &12
MonoBehaviour: MonoBehaviour:
m_ObjectHideFlags: 52 m_ObjectHideFlags: 52
@@ -346,8 +346,8 @@ MonoBehaviour:
y: 0 y: 0
width: 461 width: 461
height: 1307 height: 1307
m_MinSize: {x: 276, y: 71} m_MinSize: {x: 275, y: 50}
m_MaxSize: {x: 4001, y: 4021} m_MaxSize: {x: 4000, y: 4000}
m_ActualView: {fileID: 21} m_ActualView: {fileID: 21}
m_Panes: m_Panes:
- {fileID: 21} - {fileID: 21}
@@ -476,9 +476,9 @@ MonoBehaviour:
m_SceneHierarchy: m_SceneHierarchy:
m_TreeViewState: m_TreeViewState:
scrollPos: {x: 0, y: 0} scrollPos: {x: 0, y: 0}
m_SelectedIDs: 4e700000 m_SelectedIDs:
m_LastClickedID: 28750 m_LastClickedID: 0
m_ExpandedIDs: ccf9ffff m_ExpandedIDs: baf8ffff
m_RenameOverlay: m_RenameOverlay:
m_UserAcceptedRename: 0 m_UserAcceptedRename: 0
m_Name: m_Name:
@@ -819,9 +819,9 @@ MonoBehaviour:
m_PlayAudio: 0 m_PlayAudio: 0
m_AudioPlay: 0 m_AudioPlay: 0
m_Position: 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 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_RenderMode: 0
m_CameraMode: m_CameraMode:
drawMode: 0 drawMode: 0
@@ -868,13 +868,13 @@ MonoBehaviour:
m_GridAxis: 1 m_GridAxis: 1
m_gridOpacity: 0.5 m_gridOpacity: 0.5
m_Rotation: 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 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_Size:
m_Target: 45.54132 m_Target: 55.953186
speed: 2 speed: 2
m_Value: 45.54132 m_Value: 55.953186
m_Ortho: m_Ortho:
m_Target: 0 m_Target: 0
speed: 2 speed: 2
@@ -955,7 +955,7 @@ MonoBehaviour:
scrollPos: {x: 0, y: 0} scrollPos: {x: 0, y: 0}
m_SelectedIDs: 04ca9a3b m_SelectedIDs: 04ca9a3b
m_LastClickedID: 1000000004 m_LastClickedID: 1000000004
m_ExpandedIDs: 00000000d2760000d4760000d676000000ca9a3b m_ExpandedIDs: 000000000c7600000e7600001076000000ca9a3b
m_RenameOverlay: m_RenameOverlay:
m_UserAcceptedRename: 0 m_UserAcceptedRename: 0
m_Name: m_Name:
@@ -983,7 +983,7 @@ MonoBehaviour:
scrollPos: {x: 0, y: 0} scrollPos: {x: 0, y: 0}
m_SelectedIDs: m_SelectedIDs:
m_LastClickedID: 0 m_LastClickedID: 0
m_ExpandedIDs: 00000000d2760000d4760000d676000000ca9a3b m_ExpandedIDs: 000000000c7600000e76000010760000
m_RenameOverlay: m_RenameOverlay:
m_UserAcceptedRename: 0 m_UserAcceptedRename: 0
m_Name: m_Name: