mirror of
https://github.com/DerTyp7/defrain-shooter-unity.git
synced 2025-10-29 12:52:07 +01:00
Grenades
Fixed some issues. Grenades work now.
This commit is contained in:
@@ -1,17 +1,5 @@
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|
||||
weaponManager.dropWeapon(weapon.DropForce);
|
||||
weaponManager.switchWeapon(1);
|
||||
}
|
||||
|
||||
[Command]
|
||||
@@ -138,6 +139,7 @@ public class Shoot : NetworkBehaviour
|
||||
}
|
||||
|
||||
public bool setWeapon(GameObject newWeapon) {
|
||||
Debug.Log("Switch weapon to: " + newWeapon.transform.name);
|
||||
weapon = newWeapon.GetComponent<Weapon>();
|
||||
curAmmo = weapon.CurrentAmmunition;
|
||||
totalAmmo = weapon.TotalAmmunition;
|
||||
|
||||
@@ -39,10 +39,10 @@ public class WeaponManager : NetworkBehaviour
|
||||
}
|
||||
if (Input.GetButtonDown("Interact")) { // e
|
||||
PickupWeapon();
|
||||
|
||||
}else if (Input.GetButtonDown("Drop")) { // q Droping weapon
|
||||
if (activeWeapons[currentWeaponIndex] != null) {
|
||||
dropWeapon(activeWeapons[currentWeaponIndex].GetComponent<Weapon>().DropForce); // Throws weapon away
|
||||
switchWeapon(1);
|
||||
activeWeapons[currentWeaponIndex].SetActive(true);
|
||||
}
|
||||
}
|
||||
@@ -50,18 +50,18 @@ public class WeaponManager : NetworkBehaviour
|
||||
}
|
||||
|
||||
|
||||
private bool switchWeapon(int direction) {
|
||||
|
||||
public bool switchWeapon(int direction) {
|
||||
// Get next active weapon index
|
||||
int nextActive = searchForNext(activeWeapons, lastWeaponIndex, direction);
|
||||
|
||||
currentWeaponIndex = nextActive;
|
||||
currentWeaponIndex = nextActive;
|
||||
|
||||
procedualAnimationController.OnSwitchWeapon(activeWeapons[currentWeaponIndex]);
|
||||
shoot.setWeapon(activeWeapons[currentWeaponIndex]);
|
||||
Weapon weaponData = activeWeapons[currentWeaponIndex].GetComponent<Weapon>();
|
||||
procedualAnimationController.GunRightHandREF = weaponData.GunRightREF;
|
||||
procedualAnimationController.GunLeftHandREF = weaponData.GunLeftREF;
|
||||
// play weapon switch animation
|
||||
procedualAnimationController.OnSwitchWeapon(activeWeapons[currentWeaponIndex]);
|
||||
shoot.setWeapon(activeWeapons[currentWeaponIndex]);
|
||||
Weapon weaponData = activeWeapons[currentWeaponIndex].GetComponent<Weapon>();
|
||||
procedualAnimationController.GunRightHandREF = weaponData.GunRightREF;
|
||||
procedualAnimationController.GunLeftHandREF = weaponData.GunLeftREF;
|
||||
// play weapon switch animation
|
||||
|
||||
return false;
|
||||
}
|
||||
@@ -117,7 +117,7 @@ public class WeaponManager : NetworkBehaviour
|
||||
}
|
||||
|
||||
private bool putWeaponInArray(int index, RaycastHit hit) {
|
||||
if (activeWeapons[currentWeaponIndex] != null) {
|
||||
if (activeWeapons[index] != null) {
|
||||
dropWeapon(activeWeapons[currentWeaponIndex].GetComponent<Weapon>().DropForce); // Throws weapon away
|
||||
}
|
||||
activeWeapons[index] = hit.transform.gameObject;
|
||||
@@ -138,11 +138,10 @@ public class WeaponManager : NetworkBehaviour
|
||||
Rigidbody rigid = currentWeapon.GetComponent<Rigidbody>();
|
||||
rigid.useGravity = true;
|
||||
rigid.isKinematic = false;
|
||||
rigid.velocity = cam.transform.forward * 10 + cam.transform.up * 2;
|
||||
rigid.velocity = cam.transform.forward * dropForce + cam.transform.up * 2;
|
||||
currentWeapon.GetComponent<BoxCollider>().enabled = true;
|
||||
currentWeapon.gameObject.transform.SetParent(null);
|
||||
activeWeapons[currentWeaponIndex] = null;
|
||||
switchWeapon(1);
|
||||
return true;
|
||||
}
|
||||
else {
|
||||
|
||||
Reference in New Issue
Block a user