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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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| @@ -79,6 +79,7 @@ public class Shoot : NetworkBehaviour | ||||
|         // Throws grenade with dropForce | ||||
|         weapon.HasBeenThrown = true; | ||||
|         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 { | ||||
|   | ||||
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