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https://github.com/DerTyp7/defrain-shooter-unity.git
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Abstract Gun.cs & Weapon.cs
Gun.cs muss vlt noch umbenannt werden, weil Gun Pistole heißt und nicht ein oberbegriff für alle Waffen ist.
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46
Assets/Scripts/Weapons/Gun.cs
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46
Assets/Scripts/Weapons/Gun.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public abstract class Gun
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{
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// All types of guns
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public enum types
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{
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Rifle, Pistole, Melee, Grenade
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}
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// Type of gun
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private types type;
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// Name of gun
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private string name;
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// Damage of gun
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private float damage;
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// Strength of throw
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private float dropForce;
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//private Animator gunAnimator;
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//private Transform gunRightREF;
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//private Transform gunLeftREF;
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// Constructor
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public Gun()
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{
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this.type = types.Rifle;
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this.name = "Weapon";
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this.damage = 0f;
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this.dropForce = 10f;
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}
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public Gun(types type, string name, float damage, float dropforce)
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{
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this.type = type;
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this.name = name;
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this.damage = damage;
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this.dropForce = dropforce;
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}
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// Getter
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private types Type { get => type; }
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private string Name { get => name; }
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private float Damage { get => damage; }
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public float DropForce { get => dropForce; }
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}
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11
Assets/Scripts/Weapons/Gun.cs.meta
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11
Assets/Scripts/Weapons/Gun.cs.meta
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fileFormatVersion: 2
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serializedVersion: 2
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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18
Assets/Scripts/Weapons/Melee.cs
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18
Assets/Scripts/Weapons/Melee.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class Melee : MonoBehaviour
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{
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// Start is called before the first frame update
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void Start()
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{
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}
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// Update is called once per frame
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void Update()
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{
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}
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}
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11
Assets/Scripts/Weapons/Melee.cs.meta
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11
Assets/Scripts/Weapons/Melee.cs.meta
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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@@ -2,61 +2,24 @@ using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class Weapon : MonoBehaviour
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public class Weapon : Gun
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{
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public enum weaponKinds
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{
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Rifle, Pistole, Knife, Grenade
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}
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[Header("Weapon Info")]
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[SerializeField] weaponKinds weaponKind;
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[SerializeField] float dropForce = 10f;
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[SerializeField] float hitForce = 100f;
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[SerializeField] int damage = 0;
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[SerializeField] float firerate = 0;
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[SerializeField] float recoilStrength = 0;
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[SerializeField] int currentAmmunition = 0;
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[SerializeField] int magazinSize = 0;
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[SerializeField] int totalAmmunition = 0;
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[SerializeField] GameObject bulletExit;
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[SerializeField] bool toCloseToWall = false;
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[SerializeField] bool allowAction = true;
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[Header("")]
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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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// Firerate of weapon
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private float firerate;
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// Strength of recoil
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private float recoilStrength;
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// Current ammunition in magazin
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private int currentAmmunition;
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// Full magazin Size
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private int magazinSize;
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// Total ammunition
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private int totalAmmunition;
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// Bullet exit (Muzzle)
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private GameObject bulletExit;
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// Allow action of weapon (shoot, reload, aim, drop, ...)
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private bool allowAction;
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//[Header("Grenade")]
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private bool hasBeenThrown = false;
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public weaponKinds WeaponKind { get => weaponKind; }
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public float DropForce { get => dropForce; set => dropForce = value; }
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public int Damage { get => damage; set => damage = value; }
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public float Firerate { get => firerate; set => firerate = value; }
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public float RecoilStrength { get => recoilStrength; set => recoilStrength = value; }
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public int CurrentAmmunition { get => currentAmmunition; set => currentAmmunition = value; }
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public int MagazinSize { get => magazinSize; set => magazinSize = value; }
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public int TotalAmmunition { get => totalAmmunition; set => totalAmmunition = value; }
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public GameObject BulletExit { get => bulletExit; }
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public bool ToCloseToWall { get => toCloseToWall; set => toCloseToWall = value; }
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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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public bool HasBeenThrown { get => hasBeenThrown; set => hasBeenThrown = value; }
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public float HitForce { get => hitForce; set => hitForce = value; }
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private void Start() {
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CurrentAmmunition = MagazinSize;
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}
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// When to close to a wall, the player puts the weapon upright (Change size on weapon collider where isTrigger == true)
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/*private void OnCollisionEnter(Collision collision) {
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toCloseToWall = true;
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Debug.Log(collision.transform.name);
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}
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private void OnCollisionExit(Collision collision) {
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toCloseToWall = false;
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}*/
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// Getter
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}
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@@ -1,5 +1,5 @@
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fileFormatVersion: 2
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guid: c98f5c47a8b7dd64f86fd6f42c4d6e5e
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guid: f62d078a0e7aedc429438f136b425545
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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62
Assets/Scripts/Weapons/Weapon1.cs
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62
Assets/Scripts/Weapons/Weapon1.cs
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@@ -0,0 +1,62 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class Weapon1 : MonoBehaviour
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{
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public enum weaponKinds
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{
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Rifle, Pistole, Knife, Grenade
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}
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[Header("Weapon Info")]
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[SerializeField] weaponKinds weaponKind;
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[SerializeField] float dropForce = 10f;
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[SerializeField] float hitForce = 100f;
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[SerializeField] int damage = 0;
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[SerializeField] float firerate = 0;
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[SerializeField] float recoilStrength = 0;
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[SerializeField] int currentAmmunition = 0;
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[SerializeField] int magazinSize = 0;
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[SerializeField] int totalAmmunition = 0;
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[SerializeField] GameObject bulletExit;
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[SerializeField] bool toCloseToWall = false;
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[SerializeField] bool allowAction = true;
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[Header("")]
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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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//[Header("Grenade")]
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private bool hasBeenThrown = false;
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public weaponKinds WeaponKind { get => weaponKind; }
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public float DropForce { get => dropForce; set => dropForce = value; }
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public int Damage { get => damage; set => damage = value; }
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public float Firerate { get => firerate; set => firerate = value; }
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public float RecoilStrength { get => recoilStrength; set => recoilStrength = value; }
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public int CurrentAmmunition { get => currentAmmunition; set => currentAmmunition = value; }
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public int MagazinSize { get => magazinSize; set => magazinSize = value; }
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public int TotalAmmunition { get => totalAmmunition; set => totalAmmunition = value; }
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public GameObject BulletExit { get => bulletExit; }
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public bool ToCloseToWall { get => toCloseToWall; set => toCloseToWall = value; }
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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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public bool HasBeenThrown { get => hasBeenThrown; set => hasBeenThrown = value; }
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public float HitForce { get => hitForce; set => hitForce = value; }
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private void Start() {
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CurrentAmmunition = MagazinSize;
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}
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// When to close to a wall, the player puts the weapon upright (Change size on weapon collider where isTrigger == true)
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/*private void OnCollisionEnter(Collision collision) {
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toCloseToWall = true;
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Debug.Log(collision.transform.name);
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}
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private void OnCollisionExit(Collision collision) {
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toCloseToWall = false;
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}*/
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}
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11
Assets/Scripts/Weapons/Weapon1.cs.meta
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11
Assets/Scripts/Weapons/Weapon1.cs.meta
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@@ -0,0 +1,11 @@
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icon: {instanceID: 0}
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userData:
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