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:
Noah4ever
2021-11-29 11:22:03 +01:00
parent ad1e0cfeef
commit 59ff72d498
8 changed files with 157 additions and 119 deletions

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m_LocalScale: {x: 1, y: 1, z: 1} m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
m_Children: [] m_Children: []
m_Father: {fileID: 1876458703} m_Father: {fileID: 1876458703}
m_RootOrder: 1 m_RootOrder: 1
@@ -1332,6 +1340,7 @@ RectTransform:
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: 0} m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1} m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
m_Children: [] m_Children: []
m_Father: {fileID: 1351784394} m_Father: {fileID: 1351784394}
m_RootOrder: 1 m_RootOrder: 1
@@ -1441,6 +1450,7 @@ Transform:
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: 0} m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1} m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
m_Children: [] m_Children: []
m_Father: {fileID: 0} m_Father: {fileID: 0}
m_RootOrder: 10 m_RootOrder: 10
@@ -1554,6 +1564,7 @@ RectTransform:
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: 0} m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 0, y: 0, z: 0} m_LocalScale: {x: 0, y: 0, z: 0}
m_ConstrainProportionsScale: 0
m_Children: m_Children:
- {fileID: 1729968088} - {fileID: 1729968088}
- {fileID: 987854207} - {fileID: 987854207}
@@ -1603,6 +1614,7 @@ RectTransform:
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1} m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: 0} m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1} m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
m_Children: [] m_Children: []
m_Father: {fileID: 1351784394} m_Father: {fileID: 1351784394}
m_RootOrder: 6 m_RootOrder: 6
@@ -1737,6 +1749,7 @@ RectTransform:
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: 0} m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1} m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
m_Children: [] m_Children: []
m_Father: {fileID: 1351784394} m_Father: {fileID: 1351784394}
m_RootOrder: 3 m_RootOrder: 3
@@ -1970,6 +1983,7 @@ RectTransform:
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: 0} m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 0.07, y: 0.07, z: 1} m_LocalScale: {x: 0.07, y: 0.07, z: 1}
m_ConstrainProportionsScale: 0
m_Children: [] m_Children: []
m_Father: {fileID: 1351784394} m_Father: {fileID: 1351784394}
m_RootOrder: 5 m_RootOrder: 5
@@ -2045,6 +2059,7 @@ RectTransform:
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: 0} m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1} m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
m_Children: [] m_Children: []
m_Father: {fileID: 1351784394} m_Father: {fileID: 1351784394}
m_RootOrder: 0 m_RootOrder: 0
@@ -2196,6 +2211,7 @@ Transform:
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 5.94973, y: 3.086451, z: -1.6778176} m_LocalPosition: {x: 5.94973, y: 3.086451, z: -1.6778176}
m_LocalScale: {x: 1, y: 1, z: 1} m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
m_Children: m_Children:
- {fileID: 655071530} - {fileID: 655071530}
- {fileID: 753584349} - {fileID: 753584349}
@@ -2296,6 +2312,7 @@ Transform:
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 0.5941708, y: -0.23374963, z: 0.91566634} m_LocalPosition: {x: 0.5941708, y: -0.23374963, z: 0.91566634}
m_LocalScale: {x: 4.6584, y: 1, z: 14.388176} m_LocalScale: {x: 4.6584, y: 1, z: 14.388176}
m_ConstrainProportionsScale: 0
m_Children: [] m_Children: []
m_Father: {fileID: 0} m_Father: {fileID: 0}
m_RootOrder: 6 m_RootOrder: 6
@@ -2355,6 +2372,10 @@ PrefabInstance:
propertyPath: m_Name propertyPath: m_Name
value: NetworkManager value: NetworkManager
objectReference: {fileID: 0} objectReference: {fileID: 0}
- target: {fileID: 5784756223373504909, guid: 5cd2e2b44dc49ae44b48fc76a1e09712, type: 3}
propertyPath: playerPrefab
value:
objectReference: {fileID: 6272346181302961293, guid: 2935eead9a075fd489d6a6dc273a5999, type: 3}
m_RemovedComponents: [] m_RemovedComponents: []
m_SourcePrefab: {fileID: 100100000, guid: 5cd2e2b44dc49ae44b48fc76a1e09712, type: 3} m_SourcePrefab: {fileID: 100100000, guid: 5cd2e2b44dc49ae44b48fc76a1e09712, type: 3}
--- !u!1001 &3454029965885532949 --- !u!1001 &3454029965885532949
@@ -2441,6 +2462,10 @@ PrefabInstance:
m_Modification: m_Modification:
m_TransformParent: {fileID: 0} m_TransformParent: {fileID: 0}
m_Modifications: m_Modifications:
- target: {fileID: 1430445131, guid: 6085e69ed0e6e364ca7dbdebfe7786c6, type: 3}
propertyPath: m_IsActive
value: 1
objectReference: {fileID: 0}
- target: {fileID: 8307265126920456896, guid: 6085e69ed0e6e364ca7dbdebfe7786c6, type: 3} - target: {fileID: 8307265126920456896, guid: 6085e69ed0e6e364ca7dbdebfe7786c6, type: 3}
propertyPath: m_Pivot.x propertyPath: m_Pivot.x
value: 0 value: 0

View File

@@ -102,6 +102,9 @@ public class ProcedualAnimationController : NetworkBehaviour
Vector3[] positionMod = new Vector3[3]; Vector3[] positionMod = new Vector3[3];
public Quaternion[] rotationMod = new Quaternion[3]; public Quaternion[] rotationMod = new Quaternion[3];
public Transform GunRightHandREF { get => gunRightHandREF; set => gunRightHandREF = value; }
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);
@@ -119,10 +122,10 @@ public class ProcedualAnimationController : NetworkBehaviour
{ {
rightHandREF.position = defaultRightHandPosition; rightHandREF.position = defaultRightHandPosition;
} }
if (gunLeftHandREF != null) if (GunLeftHandREF != null)
{ {
leftHandREF.position = gunLeftHandREF.position; leftHandREF.position = GunLeftHandREF.position;
leftHandREF.rotation = gunLeftHandREF.rotation; leftHandREF.rotation = GunLeftHandREF.rotation;
} }
else else
{ {

View File

@@ -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;

View File

@@ -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()
{ {

View File

@@ -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;
} }