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!!!!)
This commit is contained in:
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m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
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m_Father: {fileID: 1876458703}
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m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
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m_LocalPosition: {x: 4.12, y: 5.64, z: 11.09}
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m_LocalPosition: {x: 4.12, y: 5.64, z: 11.09}
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m_Father: {fileID: 1876458703}
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m_RootOrder: 3
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m_RootOrder: 3
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@@ -479,6 +482,7 @@ Transform:
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 0, y: -0.04, z: 0}
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m_LocalPosition: {x: 0, y: -0.04, z: 0}
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m_LocalScale: {x: 100, y: 0.1, z: 100}
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m_Father: {fileID: 1362549044}
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_Father: {fileID: 1351784394}
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m_RootOrder: 4
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m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
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m_LocalPosition: {x: 0.35, y: 5.64, z: -1.12}
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m_LocalPosition: {x: 0.35, y: 5.64, z: -1.12}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_Father: {fileID: 1876458703}
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m_Father: {fileID: 1876458703}
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m_RootOrder: 0
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m_RootOrder: 0
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m_LocalRotation: {x: 0.40821788, y: -0.23456968, z: 0.10938163, w: 0.8754261}
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m_LocalRotation: {x: 0.40821788, y: -0.23456968, z: 0.10938163, w: 0.8754261}
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m_LocalPosition: {x: 0, y: 3, z: 0}
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m_LocalPosition: {x: 0, y: 3, z: 0}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_ConstrainProportionsScale: 0
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m_Children: []
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m_Father: {fileID: 0}
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m_Father: {fileID: 0}
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m_RootOrder: 4
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m_RootOrder: 4
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@@ -1187,6 +1194,7 @@ Transform:
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m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
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m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
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m_LocalPosition: {x: -10.37, y: 5.64, z: -1.75}
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m_LocalPosition: {x: -10.37, y: 5.64, z: -1.75}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_ConstrainProportionsScale: 0
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m_Father: {fileID: 1876458703}
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m_Father: {fileID: 1876458703}
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m_RootOrder: 1
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m_RootOrder: 1
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@@ -1332,6 +1340,7 @@ RectTransform:
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_ConstrainProportionsScale: 0
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m_Children: []
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m_Father: {fileID: 1351784394}
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m_Father: {fileID: 1351784394}
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m_RootOrder: 1
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m_RootOrder: 1
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_RootOrder: 10
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m_RootOrder: 10
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalScale: {x: 0, y: 0, z: 0}
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m_LocalScale: {x: 0, y: 0, z: 0}
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m_Children:
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m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
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m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_ConstrainProportionsScale: 0
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m_Children: []
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m_Father: {fileID: 1351784394}
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m_Father: {fileID: 1351784394}
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m_RootOrder: 6
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_Father: {fileID: 1351784394}
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m_Father: {fileID: 1351784394}
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalScale: {x: 0.07, y: 0.07, z: 1}
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m_LocalScale: {x: 0.07, y: 0.07, z: 1}
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m_Father: {fileID: 1351784394}
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m_Father: {fileID: 1351784394}
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m_RootOrder: 5
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_Father: {fileID: 1351784394}
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m_RootOrder: 0
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 5.94973, y: 3.086451, z: -1.6778176}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 0.5941708, y: -0.23374963, z: 0.91566634}
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m_LocalPosition: {x: 0.5941708, y: -0.23374963, z: 0.91566634}
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m_LocalScale: {x: 4.6584, y: 1, z: 14.388176}
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m_LocalScale: {x: 4.6584, y: 1, z: 14.388176}
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m_Father: {fileID: 0}
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m_Father: {fileID: 0}
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m_RootOrder: 6
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propertyPath: m_Name
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propertyPath: m_Name
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value: NetworkManager
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value: NetworkManager
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objectReference: {fileID: 0}
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objectReference: {fileID: 0}
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- target: {fileID: 5784756223373504909, guid: 5cd2e2b44dc49ae44b48fc76a1e09712, type: 3}
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propertyPath: playerPrefab
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value:
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objectReference: {fileID: 6272346181302961293, guid: 2935eead9a075fd489d6a6dc273a5999, type: 3}
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m_SourcePrefab: {fileID: 100100000, guid: 5cd2e2b44dc49ae44b48fc76a1e09712, type: 3}
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m_SourcePrefab: {fileID: 100100000, guid: 5cd2e2b44dc49ae44b48fc76a1e09712, type: 3}
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--- !u!1001 &3454029965885532949
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--- !u!1001 &3454029965885532949
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@@ -2441,6 +2462,10 @@ PrefabInstance:
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m_Modification:
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m_Modification:
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m_TransformParent: {fileID: 0}
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m_TransformParent: {fileID: 0}
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m_Modifications:
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m_Modifications:
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- target: {fileID: 1430445131, guid: 6085e69ed0e6e364ca7dbdebfe7786c6, type: 3}
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propertyPath: m_IsActive
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value: 1
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objectReference: {fileID: 0}
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- target: {fileID: 8307265126920456896, guid: 6085e69ed0e6e364ca7dbdebfe7786c6, type: 3}
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propertyPath: m_Pivot.x
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propertyPath: m_Pivot.x
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@@ -102,6 +102,9 @@ public class ProcedualAnimationController : NetworkBehaviour
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Vector3[] positionMod = new Vector3[3];
|
Vector3[] positionMod = new Vector3[3];
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||||||
public Quaternion[] rotationMod = new Quaternion[3];
|
public Quaternion[] rotationMod = new Quaternion[3];
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||||||
|
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||||||
|
public Transform GunRightHandREF { get => gunRightHandREF; set => gunRightHandREF = value; }
|
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|
public Transform GunLeftHandREF { get => gunLeftHandREF; set => gunLeftHandREF = value; }
|
||||||
|
|
||||||
public void walkAnimation()
|
public void walkAnimation()
|
||||||
{
|
{
|
||||||
playerAnimator.SetFloat("x", playerController.localVelocity.x / playerController.currentMaxSpeed);
|
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;
|
rightHandREF.position = defaultRightHandPosition;
|
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}
|
}
|
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if (gunLeftHandREF != null)
|
if (GunLeftHandREF != null)
|
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{
|
{
|
||||||
leftHandREF.position = gunLeftHandREF.position;
|
leftHandREF.position = GunLeftHandREF.position;
|
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leftHandREF.rotation = gunLeftHandREF.rotation;
|
leftHandREF.rotation = GunLeftHandREF.rotation;
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}
|
}
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else
|
else
|
||||||
{
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{
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|
|||||||
@@ -120,7 +120,6 @@ public class Shoot : NetworkBehaviour
|
|||||||
}
|
}
|
||||||
|
|
||||||
public bool setWeapon(GameObject newWeapon) {
|
public bool setWeapon(GameObject newWeapon) {
|
||||||
Debug.Log("SetWeapon: " + newWeapon);
|
|
||||||
weapon = newWeapon.GetComponent<Weapon>();
|
weapon = newWeapon.GetComponent<Weapon>();
|
||||||
curAmmo = weapon.CurrentAmmunition;
|
curAmmo = weapon.CurrentAmmunition;
|
||||||
totalAmmo = weapon.TotalAmmunition;
|
totalAmmo = weapon.TotalAmmunition;
|
||||||
|
|||||||
@@ -20,6 +20,8 @@ public class Weapon : MonoBehaviour
|
|||||||
[SerializeField] GameObject bulletExit;
|
[SerializeField] GameObject bulletExit;
|
||||||
[SerializeField] bool allowAction = true;
|
[SerializeField] bool allowAction = true;
|
||||||
[SerializeField] Animator weaponAnimator;
|
[SerializeField] Animator weaponAnimator;
|
||||||
|
[SerializeField] Transform gunRightREF;
|
||||||
|
[SerializeField] Transform gunLeftREF;
|
||||||
|
|
||||||
public bool Active { get => active; set => active = value; }
|
public bool Active { get => active; set => active = value; }
|
||||||
public weaponKinds WeaponKind { get => weaponKind; }
|
public weaponKinds WeaponKind { get => weaponKind; }
|
||||||
@@ -33,6 +35,8 @@ public class Weapon : MonoBehaviour
|
|||||||
public GameObject BulletExit { get => bulletExit; }
|
public GameObject BulletExit { get => bulletExit; }
|
||||||
public bool AllowAction { get => allowAction; set => allowAction = value; }
|
public bool AllowAction { get => allowAction; set => allowAction = value; }
|
||||||
public Animator WeaponAnimator { get => weaponAnimator; }
|
public Animator WeaponAnimator { get => weaponAnimator; }
|
||||||
|
public Transform GunLeftREF { get => gunLeftREF; }
|
||||||
|
public Transform GunRightREF { get => gunRightREF; }
|
||||||
|
|
||||||
private void Start()
|
private void Start()
|
||||||
{
|
{
|
||||||
|
|||||||
@@ -25,52 +25,44 @@ public class WeaponManager : NetworkBehaviour
|
|||||||
|
|
||||||
void Update() {
|
void Update() {
|
||||||
if (isLocalPlayer) {
|
if (isLocalPlayer) {
|
||||||
if(Input.GetAxis("Mouse ScrollWheel") > 0f){ // Scroll up
|
if (Input.GetAxis("Mouse ScrollWheel") > 0f) { // Scroll up
|
||||||
lastWeaponIndex = currentWeaponIndex;
|
lastWeaponIndex = currentWeaponIndex;
|
||||||
int nextActive = SearchForNext(activeWeapons, lastWeaponIndex, -1);
|
switchWeapon(-1);
|
||||||
if (nextActive != -1) { // -1 no next found
|
|
||||||
currentWeaponIndex = nextActive;
|
|
||||||
activeWeapons[currentWeaponIndex].SetActive(true);
|
|
||||||
procedualAnimationController.OnSwitchWeapon(activeWeapons[currentWeaponIndex]);
|
|
||||||
shoot.setWeapon(activeWeapons[currentWeaponIndex]);
|
|
||||||
// play weapon switch animation
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
else if (Input.GetAxis("Mouse ScrollWheel") < 0f){ // Scroll down
|
else if (Input.GetAxis("Mouse ScrollWheel") < 0f) { // Scroll down
|
||||||
lastWeaponIndex = currentWeaponIndex;
|
lastWeaponIndex = currentWeaponIndex;
|
||||||
int nextActive = SearchForNext(activeWeapons, lastWeaponIndex, 1);
|
switchWeapon(1);
|
||||||
if (nextActive != -1) { // -1 no next found
|
|
||||||
currentWeaponIndex = nextActive;
|
|
||||||
activeWeapons[currentWeaponIndex].SetActive(true);
|
|
||||||
procedualAnimationController.OnSwitchWeapon(activeWeapons[currentWeaponIndex]);
|
|
||||||
shoot.setWeapon(activeWeapons[currentWeaponIndex]);
|
|
||||||
// play weapon switch animation
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
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(); // Throws weapon away
|
dropWeapon(); // Throws weapon away
|
||||||
int nextActive = SearchForNext(activeWeapons, currentWeaponIndex, 1);
|
switchWeapon(1);
|
||||||
if (nextActive != -1) { // -1 no next found
|
|
||||||
currentWeaponIndex = nextActive;
|
|
||||||
activeWeapons[currentWeaponIndex].SetActive(true);
|
|
||||||
procedualAnimationController.OnSwitchWeapon(activeWeapons[currentWeaponIndex]);
|
|
||||||
shoot.setWeapon(activeWeapons[currentWeaponIndex]);
|
|
||||||
// play weapon switch animation
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
private int SearchForNext(List<GameObject> l, int lastActive = 0, int direction = 1) {
|
private bool switchWeapon(int direction) {
|
||||||
|
int nextActive = searchForNext(activeWeapons, lastWeaponIndex, direction);
|
||||||
|
if (nextActive != -1) { // -1 no next found
|
||||||
|
currentWeaponIndex = nextActive;
|
||||||
|
activeWeapons[currentWeaponIndex].SetActive(true);
|
||||||
|
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;
|
||||||
|
}
|
||||||
|
private int searchForNext(List<GameObject> l, int lastActive = 0, int direction = 1) {
|
||||||
int size = l.Count;
|
int size = l.Count;
|
||||||
bool condition = true;
|
bool condition = true;
|
||||||
int counter = 0;
|
int counter = 0;
|
||||||
@@ -79,12 +71,24 @@ public class WeaponManager : NetworkBehaviour
|
|||||||
if (lastActive <= -1) { lastActive = size; }
|
if (lastActive <= -1) { lastActive = size; }
|
||||||
if (lastActive >= l.Count) { lastActive = 0; }
|
if (lastActive >= l.Count) { lastActive = 0; }
|
||||||
for (int i = lastActive + direction; condition; i += direction) {
|
for (int i = lastActive + direction; condition; i += direction) {
|
||||||
if (i >= l.Count) { i = 0; size = lastActive; }
|
if (i >= l.Count) {
|
||||||
else if (i < 0) { i = size - 1; size = -1; }
|
i = 0; size = lastActive;
|
||||||
|
}
|
||||||
|
else if (i < 0) {
|
||||||
|
i = size - 1; size = -1;
|
||||||
|
}
|
||||||
|
|
||||||
|
Debug.Log("1 " + i);
|
||||||
|
|
||||||
if (l[i] != null) {
|
if (l[i] != null) {
|
||||||
if (l[lastActive] != null) { l[lastActive].SetActive(false); }
|
if (l[lastActive] != null) {
|
||||||
|
l[lastActive].SetActive(false);
|
||||||
|
}
|
||||||
return i;
|
return i;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
Debug.Log("2 " + i);
|
||||||
|
|
||||||
if (direction == 1) {
|
if (direction == 1) {
|
||||||
if (i <= size - 1) { condition = true; }
|
if (i <= size - 1) { condition = true; }
|
||||||
else { condition = false; }
|
else { condition = false; }
|
||||||
@@ -94,19 +98,17 @@ public class WeaponManager : NetworkBehaviour
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
return -1;
|
return -1;
|
||||||
}
|
}
|
||||||
|
|
||||||
public GameObject getCurrentWeapon()
|
public GameObject getCurrentWeapon() {
|
||||||
{
|
|
||||||
return activeWeapons[currentWeaponIndex].gameObject;
|
return activeWeapons[currentWeaponIndex].gameObject;
|
||||||
}
|
}
|
||||||
|
|
||||||
private void PickupWeapon() {
|
private void PickupWeapon() {
|
||||||
if (Physics.Raycast(cam.transform.position, cam.transform.forward, out RaycastHit hit))
|
if (Physics.Raycast(cam.transform.position, cam.transform.forward, out RaycastHit hit))
|
||||||
{
|
{
|
||||||
|
|
||||||
Debug.Log(hit.transform.name);
|
|
||||||
if (hit.transform.tag == "Weapon") // If Object is a weapon and the weapon is not in the current active weapons
|
if (hit.transform.tag == "Weapon") // If Object is a weapon and the weapon is not in the current active weapons
|
||||||
{
|
{
|
||||||
foreach (GameObject obj in activeWeapons) { // Disable all weapons
|
foreach (GameObject obj in activeWeapons) { // Disable all weapons
|
||||||
@@ -116,7 +118,6 @@ public class WeaponManager : NetworkBehaviour
|
|||||||
hit.rigidbody.isKinematic = true;
|
hit.rigidbody.isKinematic = true;
|
||||||
hit.rigidbody.useGravity = false;
|
hit.rigidbody.useGravity = false;
|
||||||
hit.transform.GetComponent<BoxCollider>().enabled = false; // Disable Boxcollider
|
hit.transform.GetComponent<BoxCollider>().enabled = false; // Disable Boxcollider
|
||||||
//hit.transform.position = cam.transform.position;
|
|
||||||
switch (hit.transform.GetComponent<Weapon>().WeaponKind.ToString()) { // Adding weapon to inventory slot
|
switch (hit.transform.GetComponent<Weapon>().WeaponKind.ToString()) { // Adding weapon to inventory slot
|
||||||
case "Rifle": putWeaponInArray(0, hit); break;
|
case "Rifle": putWeaponInArray(0, hit); break;
|
||||||
case "Pistole": putWeaponInArray(1, hit); break;
|
case "Pistole": putWeaponInArray(1, hit); break;
|
||||||
@@ -136,15 +137,15 @@ public class WeaponManager : NetworkBehaviour
|
|||||||
activeWeapons[index].SetActive(true);
|
activeWeapons[index].SetActive(true);
|
||||||
currentWeaponIndex = index;
|
currentWeaponIndex = index;
|
||||||
procedualAnimationController.OnSwitchWeapon(activeWeapons[currentWeaponIndex]);
|
procedualAnimationController.OnSwitchWeapon(activeWeapons[currentWeaponIndex]);
|
||||||
Debug.Log(activeWeapons[currentWeaponIndex]);
|
|
||||||
shoot.setWeapon(activeWeapons[currentWeaponIndex]);
|
shoot.setWeapon(activeWeapons[currentWeaponIndex]);
|
||||||
|
Weapon weaponData = activeWeapons[currentWeaponIndex].GetComponent<Weapon>();
|
||||||
|
procedualAnimationController.GunRightHandREF = weaponData.GunRightREF;
|
||||||
|
procedualAnimationController.GunLeftHandREF = weaponData.GunLeftREF;
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
private bool dropWeapon()
|
private bool dropWeapon() {
|
||||||
{
|
if(currentWeaponIndex != 2) {
|
||||||
if(currentWeaponIndex != 2)
|
|
||||||
{
|
|
||||||
GameObject currentWeapon = activeWeapons[currentWeaponIndex];
|
GameObject currentWeapon = activeWeapons[currentWeaponIndex];
|
||||||
currentWeapon.SetActive(true);
|
currentWeapon.SetActive(true);
|
||||||
Rigidbody rigid = currentWeapon.GetComponent<Rigidbody>();
|
Rigidbody rigid = currentWeapon.GetComponent<Rigidbody>();
|
||||||
@@ -157,8 +158,7 @@ public class WeaponManager : NetworkBehaviour
|
|||||||
|
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
else
|
else {
|
||||||
{
|
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
Reference in New Issue
Block a user