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				https://github.com/DerTyp7/defrain-shooter-unity.git
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	Grenades
Fixed some issues. Grenades work now.
This commit is contained in:
		| @@ -1,17 +1,5 @@ | |||||||
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| --- !u!1001 &8307265127065581321 | --- !u!1001 &8307265127065581321 | ||||||
| PrefabInstance: | PrefabInstance: | ||||||
|   m_ObjectHideFlags: 0 |   m_ObjectHideFlags: 0 | ||||||
|   | |||||||
| @@ -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); | ||||||
|                 } |                 } | ||||||
|             } |             } | ||||||
| @@ -50,18 +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); |         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>(); |         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 | ||||||
|  |  | ||||||
|         return false; |         return false; | ||||||
|     } |     } | ||||||
| @@ -117,7 +117,7 @@ public class WeaponManager : NetworkBehaviour | |||||||
|     } |     } | ||||||
|  |  | ||||||
|     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 | |||||||
|             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
	
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	 Noah4ever
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