mirror of
https://github.com/DerTyp7/defrain-shooter-unity.git
synced 2025-10-29 12:52:07 +01:00
Weapon usw.
etc....
This commit is contained in:
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@@ -70,7 +70,7 @@ public class Player : NetworkBehaviour
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if (isAlive)
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{
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Debug.Log("yeet" + value);
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/*Debug.Log("yeet" + value);*/
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health -= value;
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if (health <= 0)
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{
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@@ -20,8 +20,7 @@ public class Ammunition : MonoBehaviour
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public bool subtractAmmunition(Weapon weapon)
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{
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if (weapon.CurrentAmmunition > 0) {
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weapon.CurrentAmmunition -= weapon.RoundsPerShot;
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Debug.Log(weapon.CurrentAmmunition + " - " + weapon.RoundsPerShot);
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weapon.CurrentAmmunition -= 1;
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return true;
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}
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return false;
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@@ -7,7 +7,6 @@ public class Shoot : NetworkBehaviour
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{
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[SerializeField] GameObject muzzle;
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[SerializeField] ShootAnimation shootAnim;
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[SerializeField] GameObject gunHoldPos;
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[SerializeField] GameObject weaponHolder;
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[SerializeField] GameObject GunRotation;
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@@ -18,9 +17,11 @@ public class Shoot : NetworkBehaviour
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private Camera mCamera;
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private Vector3 _pointDirection;
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private Quaternion _lookRotation;
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private Vector3 hitpos;
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private RaycastHit hit;
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private Ray ray;
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private void Start()
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{
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if (isLocalPlayer)
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{
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mCamera = Camera.main;
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@@ -31,14 +32,14 @@ public class Shoot : NetworkBehaviour
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private void Update()
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{
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Debug.Log("Test");
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if (isLocalPlayer)
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{
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if (Input.GetButton("Fire"))
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if (Input.GetButtonDown("Fire"))
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{
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CmdFireBullet();
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}
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if (Input.GetButton("Reload"))
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if (Input.GetButtonDown("Reload"))
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{
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CmdReloadWeapon();
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}
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@@ -59,10 +60,7 @@ public class Shoot : NetworkBehaviour
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// This code will be executed on the Server.
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private void CmdFireBullet()
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{
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Debug.Log(mCamera.transform.forward);
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Vector3 hitpos;
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RaycastHit hit;
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Ray ray = new Ray(mCamera.transform.position, mCamera.transform.forward);
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ray = new Ray(mCamera.transform.position, mCamera.transform.forward);
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if(Physics.Raycast(ray, out crosshairHitPoint, 5000f)){
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hitpos = crosshairHitPoint.point;
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@@ -75,14 +73,13 @@ public class Shoot : NetworkBehaviour
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_lookRotation = Quaternion.LookRotation(_pointDirection);
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GunRotation.transform.rotation = Quaternion.RotateTowards(GunRotation.transform.rotation, _lookRotation, 1f);
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if (weapon.AllowAction) // shooting
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if (weapon.AllowAction)
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{
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shootAnimation();
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if (Physics.Raycast(muzzle.transform.position, muzzle.transform.forward, out hit) && weapon.CurrentAmmunition > 0)
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{
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shootAnimation();
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Debug.DrawLine(muzzle.transform.position, hit.point);
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Debug.Log("Distance: " + hit.distance);
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Debug.Log(hit.transform.name);
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if (hit.transform.gameObject.GetComponent<Player>() != null)
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{
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Debug.Log("GETROFFEN------------------");
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@@ -100,7 +97,7 @@ public class Shoot : NetworkBehaviour
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[Client]
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void shootAnimation()
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{
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shootAnim.recoil(gunHoldPos, 0.1f);
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shootAnim.recoil(0.1f);
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}
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IEnumerator fireRate()
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{
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@@ -68,7 +68,7 @@ public class ShootAnimation : MonoBehaviour
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}
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public void recoil(GameObject gun, float force)
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public void recoil(float force)
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{
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//Play the animation
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anim.Play("Shoot");
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Block a user