mirror of
https://github.com/DerTyp7/defrain-shooter-unity.git
synced 2025-10-29 12:52:07 +01:00
Weapons are now in correct position
When u switch or pickup weapons u have them now in your hand. - Scrollup doesnt work on the highest weapon index (will be fixed soon) - Shooting with the hand will give an error because there is no animation "shoot" on the hand (PLEASE someone make an animation for the hand!!!!)
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@@ -102,6 +102,9 @@ public class ProcedualAnimationController : NetworkBehaviour
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Vector3[] positionMod = new Vector3[3];
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public Quaternion[] rotationMod = new Quaternion[3];
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public Transform GunRightHandREF { get => gunRightHandREF; set => gunRightHandREF = value; }
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public Transform GunLeftHandREF { get => gunLeftHandREF; set => gunLeftHandREF = value; }
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public void walkAnimation()
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{
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playerAnimator.SetFloat("x", playerController.localVelocity.x / playerController.currentMaxSpeed);
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@@ -119,10 +122,10 @@ public class ProcedualAnimationController : NetworkBehaviour
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{
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rightHandREF.position = defaultRightHandPosition;
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}
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if (gunLeftHandREF != null)
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if (GunLeftHandREF != null)
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{
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leftHandREF.position = gunLeftHandREF.position;
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leftHandREF.rotation = gunLeftHandREF.rotation;
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leftHandREF.position = GunLeftHandREF.position;
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leftHandREF.rotation = GunLeftHandREF.rotation;
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}
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else
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{
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@@ -120,7 +120,6 @@ public class Shoot : NetworkBehaviour
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}
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public bool setWeapon(GameObject newWeapon) {
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Debug.Log("SetWeapon: " + newWeapon);
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weapon = newWeapon.GetComponent<Weapon>();
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curAmmo = weapon.CurrentAmmunition;
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totalAmmo = weapon.TotalAmmunition;
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@@ -20,6 +20,8 @@ public class Weapon : MonoBehaviour
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[SerializeField] GameObject bulletExit;
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[SerializeField] bool allowAction = true;
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[SerializeField] Animator weaponAnimator;
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[SerializeField] Transform gunRightREF;
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[SerializeField] Transform gunLeftREF;
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public bool Active { get => active; set => active = value; }
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public weaponKinds WeaponKind { get => weaponKind; }
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@@ -33,6 +35,8 @@ public class Weapon : MonoBehaviour
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public GameObject BulletExit { get => bulletExit; }
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public bool AllowAction { get => allowAction; set => allowAction = value; }
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public Animator WeaponAnimator { get => weaponAnimator; }
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public Transform GunLeftREF { get => gunLeftREF; }
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public Transform GunRightREF { get => gunRightREF; }
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private void Start()
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{
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@@ -25,52 +25,44 @@ public class WeaponManager : NetworkBehaviour
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void Update() {
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if (isLocalPlayer) {
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if(Input.GetAxis("Mouse ScrollWheel") > 0f){ // Scroll up
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if (Input.GetAxis("Mouse ScrollWheel") > 0f) { // Scroll up
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lastWeaponIndex = currentWeaponIndex;
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int nextActive = SearchForNext(activeWeapons, lastWeaponIndex, -1);
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if (nextActive != -1) { // -1 no next found
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currentWeaponIndex = nextActive;
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activeWeapons[currentWeaponIndex].SetActive(true);
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procedualAnimationController.OnSwitchWeapon(activeWeapons[currentWeaponIndex]);
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shoot.setWeapon(activeWeapons[currentWeaponIndex]);
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// play weapon switch animation
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}
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switchWeapon(-1);
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}
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else if (Input.GetAxis("Mouse ScrollWheel") < 0f){ // Scroll down
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else if (Input.GetAxis("Mouse ScrollWheel") < 0f) { // Scroll down
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lastWeaponIndex = currentWeaponIndex;
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int nextActive = SearchForNext(activeWeapons, lastWeaponIndex, 1);
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if (nextActive != -1) { // -1 no next found
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currentWeaponIndex = nextActive;
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activeWeapons[currentWeaponIndex].SetActive(true);
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procedualAnimationController.OnSwitchWeapon(activeWeapons[currentWeaponIndex]);
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shoot.setWeapon(activeWeapons[currentWeaponIndex]);
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// play weapon switch animation
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}
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switchWeapon(1);
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}
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if (Input.GetButtonDown("Interact")) // e
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{
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PickupWeapon();
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}else if (Input.GetButtonDown("Drop")) // q Droping weapon
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{
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if(activeWeapons[currentWeaponIndex] != null)
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{
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if (Input.GetButtonDown("Interact")) { // e
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PickupWeapon();
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}else if (Input.GetButtonDown("Drop")) { // q Droping weapon
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if (activeWeapons[currentWeaponIndex] != null) {
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dropWeapon(); // Throws weapon away
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int nextActive = SearchForNext(activeWeapons, currentWeaponIndex, 1);
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if (nextActive != -1) { // -1 no next found
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currentWeaponIndex = nextActive;
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activeWeapons[currentWeaponIndex].SetActive(true);
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procedualAnimationController.OnSwitchWeapon(activeWeapons[currentWeaponIndex]);
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shoot.setWeapon(activeWeapons[currentWeaponIndex]);
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// play weapon switch animation
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}
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switchWeapon(1);
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}
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}
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}
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}
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private int SearchForNext(List<GameObject> l, int lastActive = 0, int direction = 1) {
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private bool switchWeapon(int direction) {
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int nextActive = searchForNext(activeWeapons, lastWeaponIndex, direction);
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if (nextActive != -1) { // -1 no next found
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currentWeaponIndex = nextActive;
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activeWeapons[currentWeaponIndex].SetActive(true);
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procedualAnimationController.OnSwitchWeapon(activeWeapons[currentWeaponIndex]);
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shoot.setWeapon(activeWeapons[currentWeaponIndex]);
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Weapon weaponData = activeWeapons[currentWeaponIndex].GetComponent<Weapon>();
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procedualAnimationController.GunRightHandREF = weaponData.GunRightREF;
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procedualAnimationController.GunLeftHandREF = weaponData.GunLeftREF;
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// play weapon switch animation
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}
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return false;
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}
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private int searchForNext(List<GameObject> l, int lastActive = 0, int direction = 1) {
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int size = l.Count;
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bool condition = true;
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int counter = 0;
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@@ -79,12 +71,24 @@ public class WeaponManager : NetworkBehaviour
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if (lastActive <= -1) { lastActive = size; }
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if (lastActive >= l.Count) { lastActive = 0; }
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for (int i = lastActive + direction; condition; i += direction) {
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if (i >= l.Count) { i = 0; size = lastActive; }
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else if (i < 0) { i = size - 1; size = -1; }
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if (i >= l.Count) {
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i = 0; size = lastActive;
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}
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else if (i < 0) {
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i = size - 1; size = -1;
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}
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Debug.Log("1 " + i);
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if (l[i] != null) {
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if (l[lastActive] != null) { l[lastActive].SetActive(false); }
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if (l[lastActive] != null) {
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l[lastActive].SetActive(false);
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}
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return i;
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}
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Debug.Log("2 " + i);
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if (direction == 1) {
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if (i <= size - 1) { condition = true; }
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else { condition = false; }
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@@ -94,19 +98,17 @@ public class WeaponManager : NetworkBehaviour
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}
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}
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}
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return -1;
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}
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public GameObject getCurrentWeapon()
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{
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public GameObject getCurrentWeapon() {
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return activeWeapons[currentWeaponIndex].gameObject;
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}
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private void PickupWeapon() {
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if (Physics.Raycast(cam.transform.position, cam.transform.forward, out RaycastHit hit))
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{
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Debug.Log(hit.transform.name);
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if (hit.transform.tag == "Weapon") // If Object is a weapon and the weapon is not in the current active weapons
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{
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foreach (GameObject obj in activeWeapons) { // Disable all weapons
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@@ -116,7 +118,6 @@ public class WeaponManager : NetworkBehaviour
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hit.rigidbody.isKinematic = true;
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hit.rigidbody.useGravity = false;
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hit.transform.GetComponent<BoxCollider>().enabled = false; // Disable Boxcollider
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//hit.transform.position = cam.transform.position;
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switch (hit.transform.GetComponent<Weapon>().WeaponKind.ToString()) { // Adding weapon to inventory slot
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case "Rifle": putWeaponInArray(0, hit); break;
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case "Pistole": putWeaponInArray(1, hit); break;
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@@ -136,15 +137,15 @@ public class WeaponManager : NetworkBehaviour
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activeWeapons[index].SetActive(true);
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currentWeaponIndex = index;
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procedualAnimationController.OnSwitchWeapon(activeWeapons[currentWeaponIndex]);
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Debug.Log(activeWeapons[currentWeaponIndex]);
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shoot.setWeapon(activeWeapons[currentWeaponIndex]);
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Weapon weaponData = activeWeapons[currentWeaponIndex].GetComponent<Weapon>();
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procedualAnimationController.GunRightHandREF = weaponData.GunRightREF;
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procedualAnimationController.GunLeftHandREF = weaponData.GunLeftREF;
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return true;
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}
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private bool dropWeapon()
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{
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if(currentWeaponIndex != 2)
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{
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private bool dropWeapon() {
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if(currentWeaponIndex != 2) {
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GameObject currentWeapon = activeWeapons[currentWeaponIndex];
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currentWeapon.SetActive(true);
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Rigidbody rigid = currentWeapon.GetComponent<Rigidbody>();
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@@ -157,8 +158,7 @@ public class WeaponManager : NetworkBehaviour
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return true;
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}
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else
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{
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else {
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return false;
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}
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