mirror of
https://github.com/DerTyp7/defrain-shooter-unity.git
synced 2025-10-30 13:07:10 +01:00
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:
@@ -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
|
||||
|
||||
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user