mirror of
https://github.com/DerTyp7/defrain-shooter-unity.git
synced 2025-11-01 05:52:30 +01:00
Grenades
Fixed some issues. Grenades work now.
This commit is contained in:
@@ -1,17 +1,5 @@
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recoilStrength: 15
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currentAmmunition: 8
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currentAmmunition: 8
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@@ -79,6 +79,7 @@ public class Shoot : NetworkBehaviour
|
|||||||
// Throws grenade with dropForce
|
// Throws grenade with dropForce
|
||||||
weapon.HasBeenThrown = true;
|
weapon.HasBeenThrown = true;
|
||||||
weaponManager.dropWeapon(weapon.DropForce);
|
weaponManager.dropWeapon(weapon.DropForce);
|
||||||
|
weaponManager.switchWeapon(1);
|
||||||
}
|
}
|
||||||
|
|
||||||
[Command]
|
[Command]
|
||||||
@@ -138,6 +139,7 @@ public class Shoot : NetworkBehaviour
|
|||||||
}
|
}
|
||||||
|
|
||||||
public bool setWeapon(GameObject newWeapon) {
|
public bool setWeapon(GameObject newWeapon) {
|
||||||
|
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;
|
||||||
|
|||||||
@@ -39,10 +39,10 @@ public class WeaponManager : NetworkBehaviour
|
|||||||
}
|
}
|
||||||
if (Input.GetButtonDown("Interact")) { // e
|
if (Input.GetButtonDown("Interact")) { // e
|
||||||
PickupWeapon();
|
PickupWeapon();
|
||||||
|
|
||||||
}else if (Input.GetButtonDown("Drop")) { // q Droping weapon
|
}else if (Input.GetButtonDown("Drop")) { // q Droping weapon
|
||||||
if (activeWeapons[currentWeaponIndex] != null) {
|
if (activeWeapons[currentWeaponIndex] != null) {
|
||||||
dropWeapon(activeWeapons[currentWeaponIndex].GetComponent<Weapon>().DropForce); // Throws weapon away
|
dropWeapon(activeWeapons[currentWeaponIndex].GetComponent<Weapon>().DropForce); // Throws weapon away
|
||||||
|
switchWeapon(1);
|
||||||
activeWeapons[currentWeaponIndex].SetActive(true);
|
activeWeapons[currentWeaponIndex].SetActive(true);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -50,8 +50,8 @@ 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);
|
int nextActive = searchForNext(activeWeapons, lastWeaponIndex, direction);
|
||||||
|
|
||||||
currentWeaponIndex = nextActive;
|
currentWeaponIndex = nextActive;
|
||||||
@@ -117,7 +117,7 @@ public class WeaponManager : NetworkBehaviour
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|||||||
}
|
}
|
||||||
|
|
||||||
private bool putWeaponInArray(int index, RaycastHit hit) {
|
private bool putWeaponInArray(int index, RaycastHit hit) {
|
||||||
if (activeWeapons[currentWeaponIndex] != null) {
|
if (activeWeapons[index] != null) {
|
||||||
dropWeapon(activeWeapons[currentWeaponIndex].GetComponent<Weapon>().DropForce); // Throws weapon away
|
dropWeapon(activeWeapons[currentWeaponIndex].GetComponent<Weapon>().DropForce); // Throws weapon away
|
||||||
}
|
}
|
||||||
activeWeapons[index] = hit.transform.gameObject;
|
activeWeapons[index] = hit.transform.gameObject;
|
||||||
@@ -138,11 +138,10 @@ public class WeaponManager : NetworkBehaviour
|
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Rigidbody rigid = currentWeapon.GetComponent<Rigidbody>();
|
Rigidbody rigid = currentWeapon.GetComponent<Rigidbody>();
|
||||||
rigid.useGravity = true;
|
rigid.useGravity = true;
|
||||||
rigid.isKinematic = false;
|
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.GetComponent<BoxCollider>().enabled = true;
|
||||||
currentWeapon.gameObject.transform.SetParent(null);
|
currentWeapon.gameObject.transform.SetParent(null);
|
||||||
activeWeapons[currentWeaponIndex] = null;
|
activeWeapons[currentWeaponIndex] = null;
|
||||||
switchWeapon(1);
|
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
else {
|
else {
|
||||||
|
|||||||
Reference in New Issue
Block a user