Abstract Gun.cs & Weapon.cs

Gun.cs muss vlt noch umbenannt werden, weil Gun  Pistole heißt und nicht ein oberbegriff für alle Waffen ist.
This commit is contained in:
Noah4ever
2022-01-19 21:41:02 +01:00
parent 80a44e6d3e
commit 5fd5f27ac6
8 changed files with 177 additions and 55 deletions

View File

@@ -2,61 +2,24 @@ using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Weapon : MonoBehaviour
public class Weapon : Gun
{
public enum weaponKinds
{
Rifle, Pistole, Knife, Grenade
}
[Header("Weapon Info")]
[SerializeField] weaponKinds weaponKind;
[SerializeField] float dropForce = 10f;
[SerializeField] float hitForce = 100f;
[SerializeField] int damage = 0;
[SerializeField] float firerate = 0;
[SerializeField] float recoilStrength = 0;
[SerializeField] int currentAmmunition = 0;
[SerializeField] int magazinSize = 0;
[SerializeField] int totalAmmunition = 0;
[SerializeField] GameObject bulletExit;
[SerializeField] bool toCloseToWall = false;
[SerializeField] bool allowAction = true;
[Header("")]
[SerializeField] Animator weaponAnimator;
[SerializeField] Transform gunRightREF;
[SerializeField] Transform gunLeftREF;
// Firerate of weapon
private float firerate;
// Strength of recoil
private float recoilStrength;
// Current ammunition in magazin
private int currentAmmunition;
// Full magazin Size
private int magazinSize;
// Total ammunition
private int totalAmmunition;
// Bullet exit (Muzzle)
private GameObject bulletExit;
// Allow action of weapon (shoot, reload, aim, drop, ...)
private bool allowAction;
//[Header("Grenade")]
private bool hasBeenThrown = false;
public weaponKinds WeaponKind { get => weaponKind; }
public float DropForce { get => dropForce; set => dropForce = value; }
public int Damage { get => damage; set => damage = value; }
public float Firerate { get => firerate; set => firerate = value; }
public float RecoilStrength { get => recoilStrength; set => recoilStrength = value; }
public int CurrentAmmunition { get => currentAmmunition; set => currentAmmunition = value; }
public int MagazinSize { get => magazinSize; set => magazinSize = value; }
public int TotalAmmunition { get => totalAmmunition; set => totalAmmunition = value; }
public GameObject BulletExit { get => bulletExit; }
public bool ToCloseToWall { get => toCloseToWall; set => toCloseToWall = value; }
public bool AllowAction { get => allowAction; set => allowAction = value; }
public Animator WeaponAnimator { get => weaponAnimator; }
public Transform GunLeftREF { get => gunLeftREF; }
public Transform GunRightREF { get => gunRightREF; }
public bool HasBeenThrown { get => hasBeenThrown; set => hasBeenThrown = value; }
public float HitForce { get => hitForce; set => hitForce = value; }
private void Start() {
CurrentAmmunition = MagazinSize;
}
// When to close to a wall, the player puts the weapon upright (Change size on weapon collider where isTrigger == true)
/*private void OnCollisionEnter(Collision collision) {
toCloseToWall = true;
Debug.Log(collision.transform.name);
}
private void OnCollisionExit(Collision collision) {
toCloseToWall = false;
}*/
// Getter
}