Weapon usw.

etc....
This commit is contained in:
Noah4ever
2021-11-09 13:58:34 +01:00
parent a8d816b639
commit 6e13025624
10 changed files with 402 additions and 332 deletions

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View File

@@ -70,7 +70,7 @@ public class Player : NetworkBehaviour
if (isAlive) if (isAlive)
{ {
Debug.Log("yeet" + value); /*Debug.Log("yeet" + value);*/
health -= value; health -= value;
if (health <= 0) if (health <= 0)
{ {

View File

@@ -20,8 +20,7 @@ public class Ammunition : MonoBehaviour
public bool subtractAmmunition(Weapon weapon) public bool subtractAmmunition(Weapon weapon)
{ {
if (weapon.CurrentAmmunition > 0) { if (weapon.CurrentAmmunition > 0) {
weapon.CurrentAmmunition -= weapon.RoundsPerShot; weapon.CurrentAmmunition -= 1;
Debug.Log(weapon.CurrentAmmunition + " - " + weapon.RoundsPerShot);
return true; return true;
} }
return false; return false;

View File

@@ -7,7 +7,6 @@ public class Shoot : NetworkBehaviour
{ {
[SerializeField] GameObject muzzle; [SerializeField] GameObject muzzle;
[SerializeField] ShootAnimation shootAnim; [SerializeField] ShootAnimation shootAnim;
[SerializeField] GameObject gunHoldPos;
[SerializeField] GameObject weaponHolder; [SerializeField] GameObject weaponHolder;
[SerializeField] GameObject GunRotation; [SerializeField] GameObject GunRotation;
@@ -18,9 +17,11 @@ public class Shoot : NetworkBehaviour
private Camera mCamera; private Camera mCamera;
private Vector3 _pointDirection; private Vector3 _pointDirection;
private Quaternion _lookRotation; private Quaternion _lookRotation;
private Vector3 hitpos;
private RaycastHit hit;
private Ray ray;
private void Start() private void Start()
{ {
if (isLocalPlayer) if (isLocalPlayer)
{ {
mCamera = Camera.main; mCamera = Camera.main;
@@ -31,14 +32,14 @@ public class Shoot : NetworkBehaviour
private void Update() private void Update()
{ {
Debug.Log("Test");
if (isLocalPlayer) if (isLocalPlayer)
{ {
if (Input.GetButtonDown("Fire"))
if (Input.GetButton("Fire"))
{ {
CmdFireBullet(); CmdFireBullet();
} }
if (Input.GetButton("Reload")) if (Input.GetButtonDown("Reload"))
{ {
CmdReloadWeapon(); CmdReloadWeapon();
} }
@@ -59,10 +60,7 @@ public class Shoot : NetworkBehaviour
// This code will be executed on the Server. // This code will be executed on the Server.
private void CmdFireBullet() private void CmdFireBullet()
{ {
Debug.Log(mCamera.transform.forward); ray = new Ray(mCamera.transform.position, mCamera.transform.forward);
Vector3 hitpos;
RaycastHit hit;
Ray ray = new Ray(mCamera.transform.position, mCamera.transform.forward);
if(Physics.Raycast(ray, out crosshairHitPoint, 5000f)){ if(Physics.Raycast(ray, out crosshairHitPoint, 5000f)){
hitpos = crosshairHitPoint.point; hitpos = crosshairHitPoint.point;
@@ -75,14 +73,13 @@ public class Shoot : NetworkBehaviour
_lookRotation = Quaternion.LookRotation(_pointDirection); _lookRotation = Quaternion.LookRotation(_pointDirection);
GunRotation.transform.rotation = Quaternion.RotateTowards(GunRotation.transform.rotation, _lookRotation, 1f); GunRotation.transform.rotation = Quaternion.RotateTowards(GunRotation.transform.rotation, _lookRotation, 1f);
if (weapon.AllowAction) // shooting if (weapon.AllowAction)
{ {
shootAnimation();
if (Physics.Raycast(muzzle.transform.position, muzzle.transform.forward, out hit) && weapon.CurrentAmmunition > 0) if (Physics.Raycast(muzzle.transform.position, muzzle.transform.forward, out hit) && weapon.CurrentAmmunition > 0)
{ {
shootAnimation();
Debug.DrawLine(muzzle.transform.position, hit.point); Debug.DrawLine(muzzle.transform.position, hit.point);
Debug.Log(hit.transform.name);
Debug.Log("Distance: " + hit.distance);
if (hit.transform.gameObject.GetComponent<Player>() != null) if (hit.transform.gameObject.GetComponent<Player>() != null)
{ {
Debug.Log("GETROFFEN------------------"); Debug.Log("GETROFFEN------------------");
@@ -100,7 +97,7 @@ public class Shoot : NetworkBehaviour
[Client] [Client]
void shootAnimation() void shootAnimation()
{ {
shootAnim.recoil(gunHoldPos, 0.1f); shootAnim.recoil(0.1f);
} }
IEnumerator fireRate() IEnumerator fireRate()
{ {

View File

@@ -68,7 +68,7 @@ public class ShootAnimation : MonoBehaviour
} }
public void recoil(GameObject gun, float force) public void recoil(float force)
{ {
//Play the animation //Play the animation
anim.Play("Shoot"); anim.Play("Shoot");

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