mirror of
https://github.com/DerTyp7/defrain-shooter-unity.git
synced 2025-10-29 20:52:10 +01:00
Merge branch 'main' into Player-Animation
This commit is contained in:
@@ -13,10 +13,9 @@ public class GameMaster : MonoBehaviour
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{
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[Header("GameMaster")]
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[SerializeField] private List<Player> Players = new List<Player>();
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private void Start()
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{
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[SerializeField] private int countOfRounds = 10;
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}
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public GameObject localPlayer;
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private void Update()
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{
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@@ -33,4 +32,7 @@ public class GameMaster : MonoBehaviour
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Cursor.visible = false;
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}
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}
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}
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28
Assets/Scripts/GameManager/JoinLeaveManager.cs
Normal file
28
Assets/Scripts/GameManager/JoinLeaveManager.cs
Normal file
@@ -0,0 +1,28 @@
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using Mirror;
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using UnityEngine;
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public class JoinLeaveManager : MonoBehaviour
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{
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private NetworkManager networkManager;
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private void Start()
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{
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networkManager = GetComponent<NetworkManager>();
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}
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public void Join(string ip, string username)
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{
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Debug.Log("[JoinLeaveManager] Trying to join server: " + ip + " as " + username);
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networkManager.StartClient();
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networkManager.networkAddress = ip;
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Debug.Log("[JoinLeaveManager] " + username + " joined the server: " + ip);
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}
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public void Host()
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{
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networkManager.StartHost();
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}
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}
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11
Assets/Scripts/GameManager/JoinLeaveManager.cs.meta
Normal file
11
Assets/Scripts/GameManager/JoinLeaveManager.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b62b46838717d934483010f517c5b772
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
15
Assets/Scripts/GameManager/Manager.cs
Normal file
15
Assets/Scripts/GameManager/Manager.cs
Normal file
@@ -0,0 +1,15 @@
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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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using Mirror;
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public class Manager : NetworkManager
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{
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public override void OnClientConnect(NetworkConnection conn)
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{
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base.OnClientConnect(conn);
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//Debug.Log(conn.identity.gameObject.GetComponent<Player>().username);
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//conn.identity.gameObject.GetComponent<Player>().username = "Test";
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}
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}
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11
Assets/Scripts/GameManager/Manager.cs.meta
Normal file
11
Assets/Scripts/GameManager/Manager.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 58bd0a0557e21bf4e8ea0e0cd4e9d057
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
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||||
userData:
|
||||
assetBundleName:
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||||
assetBundleVariant:
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||||
@@ -17,7 +17,6 @@ public class Headbob : NetworkBehaviour
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[SerializeField] [Range(0.01f, 10.0f)] private float stepFrequency;
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[SerializeField] private Transform Neck;
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private Vector3 startPos;
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private Vector3 lastPos;
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private Vector3 newPos;
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private float oldDist = 0;
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@@ -25,8 +24,6 @@ public class Headbob : NetworkBehaviour
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private void Start()
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{
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lastPos = this.transform.position;
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startPos = this.transform.position;
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}
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private void Update()
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@@ -56,7 +53,18 @@ public class Headbob : NetworkBehaviour
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}
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else
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{
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Neck.localPosition = startPos;
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Neck.localPosition = Vector3.zero;
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if (false) {
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Neck.localPosition = Vector3.Lerp(newPos, Vector3.zero, lerpVal);
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if (lerpVal < 1)
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{
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lerpVal = lerpVal + 0.01f;
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||||
}
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||||
else
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{
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Neck.position = Vector3.zero;
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}
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||||
}
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||||
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||||
}
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||||
|
||||
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||||
@@ -5,23 +5,33 @@ using Mirror;
|
||||
|
||||
public class Player : NetworkBehaviour
|
||||
{
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public bool isAlive;
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||||
public bool isAlive = true;
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public Team team;
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||||
[SerializeField] private const int defaultHp = 100;
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||||
|
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||||
public ulong clientId;
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[SyncVar(hook = nameof(SetName))]
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[SyncVar(hook = nameof(SetName))]
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public string username;
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[SerializeField] GameObject usernameTextObj;
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private int health;
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[SerializeField] [SyncVar]public int health = 100;
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private int kills;
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private int deaths;
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private void Start()
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{
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if (isServer)
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{
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health = defaultHp;
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}
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}
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public override void OnStartLocalPlayer()
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{
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base.OnStartClient();
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}
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public void SetName(string oldName, string newName)
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@@ -56,8 +66,11 @@ public class Player : NetworkBehaviour
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}
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public void RemoveHealth(int value)
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{
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if (isAlive)
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{
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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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@@ -8,157 +8,98 @@ using Mirror;
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public class PlayerController : NetworkBehaviour
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{
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[Header("Mouse Look")]
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[SerializeField] private Transform playerCamera = null;
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[SerializeField] private Transform playerNeck = null;
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[SerializeField] private float mouseSensitivity = 4.0f;
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[SerializeField] private float maxCameraAngle = -90f;
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[SerializeField] private float neckStartAngle = 0f;
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[SerializeField] private float minCameraAngle = 90f;
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||||
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||||
[SerializeField] private float neckLength = 0.2f;
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||||
[SerializeField] [Range(0.0f, 0.5f)] private float mouseSmoothTime = 0.001f;
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[SerializeField] private bool lockCursor = true;
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||||
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||||
[Header("Movement")]
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||||
[SerializeField] private float walkSpeed = 6.0f;
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||||
[SerializeField][Range(0.0f, 0.5f)] private float moveSmoothTime = 0.05f;
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||||
[SerializeField] float gravity = -13.0f;
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[SerializeField] private float sprintSpeed = 10.0f;
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||||
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||||
[SerializeField][Range(0.0f, 0.5f)] private float moveSmoothTime = 0.001f;
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||||
[SerializeField] float gravity = -10.0f;
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||||
[SerializeField] private float jumpHeight;
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||||
private Vector3 inputDirection = Vector3.zero;
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||||
private Vector3 moveDirection;
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||||
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||||
[Header("Ground Check")]
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||||
[SerializeField] private Transform groundCheck;
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||||
[SerializeField] private float groundDistance = 0.4f;
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||||
[SerializeField] private LayerMask groundMask;
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||||
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||||
<<<<<<< Updated upstream
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||||
=======
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||||
[Header("Ground Angle")]
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||||
[SerializeField] private float groundAngle;
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[SerializeField] private float moveGroundAngle;
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||||
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||||
[Header("bullets per minute")]
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||||
[SerializeField] private float bulletsPerMinute = 120f;
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||||
[SerializeField] private bool canFire = true;
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||||
|
||||
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||||
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||||
[SerializeField] private GameObject gun;
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||||
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||||
>>>>>>> Stashed changes
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||||
public bool isGrounded;
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||||
private float fullPitch = 0f;
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||||
private float cameraPitch = 0f;
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||||
private float neckPitch = 0f;
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||||
public bool isSprinting;
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private float movementSpeed;
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||||
private float velocityY = 0.0f;
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||||
private CharacterController controller;
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||||
[SerializeField]private Animator anim;
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||||
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||||
private Vector2 currentDir = Vector2.zero;
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private Vector2 currentDirVelocity = Vector2.zero;
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||||
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||||
private Vector2 currentMouseDelta = Vector2.zero;
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||||
private Vector2 currentMouseDeltaVelocity = Vector2.zero;
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||||
private Vector3 currentDir = Vector3.zero;
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||||
private Vector3 currentDirVelocity = Vector3.zero;
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||||
private Vector3 velocity = Vector3.zero;
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||||
|
||||
|
||||
private void Start()
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||||
{
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||||
anim = gun.GetComponent<Animator>();
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||||
if (isLocalPlayer)
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||||
{
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||||
controller = GetComponent<CharacterController>();
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||||
if (lockCursor)
|
||||
{
|
||||
Cursor.lockState = CursorLockMode.Locked;
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||||
Cursor.visible = false;
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||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
playerCamera.gameObject.SetActive(false);
|
||||
}
|
||||
|
||||
}
|
||||
private void Update()
|
||||
{
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||||
if (!isLocalPlayer) return;
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||||
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||||
UpdateMouseLook();
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||||
Grounded();
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||||
UpdateMovement();
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||||
if (isLocalPlayer)
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||||
{
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||||
Grounded();
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||||
CheckGoundAngle();
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||||
UpdateMovement();
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||||
|
||||
}
|
||||
|
||||
}
|
||||
private void Grounded()
|
||||
{
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||||
//Check every frame if the player stands on the ground
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||||
isGrounded = Physics.CheckSphere(groundCheck.position, groundDistance, groundMask);
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||||
isGrounded = Physics.CheckSphere(groundCheck.position + new Vector3(0, GetComponent<CharacterController>().radius - 0.1f, 0),GetComponent<CharacterController>().radius + 0.0f, groundMask);
|
||||
}
|
||||
private void UpdateMouseLook()
|
||||
|
||||
public bool isMoving()
|
||||
{
|
||||
Vector2 targetMouseDelta = new Vector2(Input.GetAxis("Mouse X"), Input.GetAxis("Mouse Y")); //Get the axis of the mouse
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||||
|
||||
currentMouseDelta = Vector2.SmoothDamp(currentMouseDelta, targetMouseDelta, ref currentMouseDeltaVelocity, mouseSmoothTime);
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||||
fullPitch -= currentMouseDelta.y * mouseSensitivity;
|
||||
fullPitch = Mathf.Clamp(fullPitch,-maxCameraAngle,-minCameraAngle);
|
||||
|
||||
if (fullPitch >= neckStartAngle) {
|
||||
playerNeck.localEulerAngles = Vector3.right * (fullPitch - neckStartAngle);
|
||||
|
||||
}
|
||||
else {
|
||||
playerCamera.localEulerAngles = Vector3.right * fullPitch;
|
||||
|
||||
|
||||
<<<<<<< Updated upstream
|
||||
}
|
||||
playerCamera.position = playerNeck.position;
|
||||
playerCamera.position += playerNeck.up * neckLength;
|
||||
|
||||
transform.Rotate(Vector3.up * currentMouseDelta.x * mouseSensitivity); //Rotate the hole player if looked sideways (Rotates the player left and right)
|
||||
if (velocity.x == 0 && velocity.y == 0 && velocity.z == 0) return true;
|
||||
else return false;
|
||||
}
|
||||
|
||||
private void CheckGoundAngle()
|
||||
{
|
||||
//Check every frame if the player stands on the ground
|
||||
RaycastHit hit;
|
||||
if (Physics.Raycast(groundCheck.position + new Vector3(0, 0.4f, 0), Vector3.down, out hit))
|
||||
{
|
||||
moveDirection = Quaternion.Euler(0, transform.eulerAngles.y + 90f, 0) * inputDirection;
|
||||
moveDirection = Vector3.Cross(moveDirection, hit.normal);
|
||||
|
||||
if (isMoving())
|
||||
{
|
||||
moveGroundAngle = -(Vector3.Angle(moveDirection, transform.up) - 90f);
|
||||
}
|
||||
else
|
||||
{
|
||||
moveGroundAngle = 0f;
|
||||
}
|
||||
|
||||
groundAngle = Vector3.Angle(hit.normal,transform.up);
|
||||
}
|
||||
}
|
||||
|
||||
private void OnDrawGizmos()
|
||||
{
|
||||
Gizmos.color = Color.red;
|
||||
Gizmos.DrawRay(new Ray(transform.position, moveDirection * 50));
|
||||
}
|
||||
|
||||
private void UpdateMovement()
|
||||
{
|
||||
=======
|
||||
IEnumerator OnGunReset()
|
||||
{
|
||||
//gun.GetComponent<Animator>().SetTrigger("shootTrigger");
|
||||
//gun.GetComponent<Animator>().Play("Shoot");
|
||||
anim.Play("Shoot");
|
||||
yield return new WaitForSeconds(anim.GetCurrentAnimatorStateInfo(0).normalizedTime);
|
||||
Debug.Log(anim.GetCurrentAnimatorStateInfo(0).speed);
|
||||
//Debug.Log(anim.GetNextAnimatorStateInfo(0).speed);
|
||||
|
||||
yield return new WaitForSeconds(0.5f/3f);
|
||||
|
||||
canFire = true;
|
||||
}
|
||||
IEnumerator reset()
|
||||
{
|
||||
yield return new WaitForSeconds(60f / bulletsPerMinute);
|
||||
Debug.Log(60f / bulletsPerMinute);
|
||||
canFire = true;
|
||||
}
|
||||
|
||||
|
||||
private void UpdateMovement()
|
||||
{
|
||||
|
||||
|
||||
if (Input.GetButton("Fire1") && canFire)
|
||||
{
|
||||
|
||||
canFire = false;
|
||||
anim.PlayInFixedTime("Base Layer.Shoot", 0, bulletsPerMinute);
|
||||
StartCoroutine("reset");
|
||||
//StartCoroutine("OnGunReset");
|
||||
//Debug.Log(anim.GetCurrentAnimatorStateInfo(0).speed);
|
||||
//Debug.Log(anim.GetCurrentAnimatorClipInfo(0).Length);
|
||||
//Debug.Log("mult " + anim.GetNextAnimatorStateInfo(0).speedMultiplier);
|
||||
|
||||
|
||||
}
|
||||
// Debug.Log("2 " + canFire);
|
||||
if (Input.GetAxisRaw("Sprint") > 0 && isGrounded)
|
||||
{
|
||||
Debug.Log("Sprint");
|
||||
@@ -171,9 +112,15 @@ public class PlayerController : NetworkBehaviour
|
||||
isSprinting = false;
|
||||
}
|
||||
|
||||
>>>>>>> Stashed changes
|
||||
//Grounded
|
||||
velocityY += gravity * Time.deltaTime;
|
||||
if (velocityY < 0)
|
||||
{
|
||||
velocityY += gravity * Time.deltaTime;
|
||||
}
|
||||
else
|
||||
{
|
||||
velocityY += gravity * 1.0f * Time.deltaTime;
|
||||
}
|
||||
if (isGrounded && velocityY < 0)
|
||||
velocityY = 0.0f;
|
||||
|
||||
@@ -184,13 +131,21 @@ public class PlayerController : NetworkBehaviour
|
||||
velocityY += Mathf.Sqrt(jumpHeight * -2f * gravity);
|
||||
}
|
||||
|
||||
Vector2 targetDir = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical")); //Get Inputs
|
||||
targetDir.Normalize(); //Damit schr<68>g laufen nicht schneller ist
|
||||
inputDirection = new Vector3(Input.GetAxisRaw("Horizontal"),0, Input.GetAxisRaw("Vertical")); //Get Inputs
|
||||
inputDirection.Normalize(); //Damit schr<68>g laufen nicht schneller ist
|
||||
|
||||
currentDir = Vector2.SmoothDamp(currentDir, targetDir, ref currentDirVelocity, moveSmoothTime); //Smooth movement change
|
||||
if (isGrounded)
|
||||
{
|
||||
currentDir = moveDirection;
|
||||
}
|
||||
else
|
||||
{
|
||||
moveDirection = new Vector3(moveDirection.x, 0, moveDirection.z);
|
||||
currentDir = moveDirection;
|
||||
}
|
||||
|
||||
velocity = currentDir * movementSpeed + new Vector3(0, velocityY, 0);
|
||||
|
||||
Vector3 velocity = (transform.forward * currentDir.y + transform.right * currentDir.x) * walkSpeed + (Vector3.up * velocityY);
|
||||
|
||||
controller.Move(velocity * Time.deltaTime);
|
||||
|
||||
|
||||
@@ -70,7 +70,6 @@ public class PlayerMouseLook : NetworkBehaviour
|
||||
}
|
||||
else
|
||||
{
|
||||
playerNeck.localEulerAngles = Vector3.right * 0f;
|
||||
playerCamera.localEulerAngles = Vector3.right * fullPitch;
|
||||
|
||||
|
||||
|
||||
29
Assets/Scripts/SaveData.cs
Normal file
29
Assets/Scripts/SaveData.cs
Normal file
@@ -0,0 +1,29 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class SaveData : MonoBehaviour
|
||||
{
|
||||
[SerializeField] PlayerData _PlayerData = new PlayerData();
|
||||
|
||||
private void Start()
|
||||
{
|
||||
gameObject.GetComponent<Button>().onClick.AddListener(SavePlayerToJson);
|
||||
}
|
||||
|
||||
public void SavePlayerToJson()
|
||||
{
|
||||
string playerData = JsonUtility.ToJson(_PlayerData);
|
||||
|
||||
System.IO.File.WriteAllText(Application.persistentDataPath + "/PlayerData.json", playerData);
|
||||
Debug.Log(Application.persistentDataPath);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
[System.Serializable]
|
||||
public class PlayerData
|
||||
{
|
||||
public string username;
|
||||
}
|
||||
11
Assets/Scripts/SaveData.cs.meta
Normal file
11
Assets/Scripts/SaveData.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 039d8e4cae766214180c87269a6218db
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -11,6 +11,6 @@ public class HostBtnScript : MonoBehaviour
|
||||
|
||||
public void HostServer()
|
||||
{
|
||||
NetworkClient.ConnectHost();
|
||||
GameObject.Find("GameManager").GetComponent<JoinLeaveManager>().Host();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -8,13 +8,18 @@ public class JoinBtnScript : MonoBehaviour
|
||||
[SerializeField] private TMP_InputField inputIp;
|
||||
[SerializeField] private TMP_InputField inputUsername;
|
||||
|
||||
private JoinLeaveManager joinLeaveManager;
|
||||
|
||||
private void Start()
|
||||
{
|
||||
gameObject.GetComponent<Button>().onClick.AddListener(JoinServer);
|
||||
|
||||
joinLeaveManager = GameObject.Find("GameManager").GetComponent<JoinLeaveManager>();
|
||||
}
|
||||
|
||||
public void JoinServer()
|
||||
{
|
||||
NetworkClient.Connect(inputIp.text);
|
||||
joinLeaveManager.Join(inputIp.text, inputUsername.text);
|
||||
}
|
||||
}
|
||||
|
||||
46
Assets/Scripts/Weapons/Shoot.cs
Normal file
46
Assets/Scripts/Weapons/Shoot.cs
Normal file
@@ -0,0 +1,46 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using Mirror;
|
||||
|
||||
public class Shoot : NetworkBehaviour
|
||||
{
|
||||
[SerializeField] GameObject muzzle;
|
||||
private void Update()
|
||||
{
|
||||
if (isLocalPlayer)
|
||||
{
|
||||
if (Input.GetKeyDown(KeyCode.Mouse0))
|
||||
{
|
||||
//CmdFireBullet();
|
||||
//RpcOnFire();
|
||||
CmdFireBullet();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
[Command]
|
||||
// This code will be executed on the server.
|
||||
private void CmdFireBullet()
|
||||
{
|
||||
GameObject dedplayer;
|
||||
RaycastHit hit;
|
||||
if (Physics.Raycast(muzzle.transform.position, muzzle.transform.forward, out hit))
|
||||
{
|
||||
if (hit.transform.gameObject.GetComponent<Player>() != null)
|
||||
{
|
||||
dedplayer = hit.transform.gameObject;
|
||||
dedplayer.GetComponent<Player>().RemoveHealth(20);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
[Client]
|
||||
// This code will be executed on the Client.
|
||||
void RpcOnFire()
|
||||
{
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
11
Assets/Scripts/Weapons/Shoot.cs.meta
Normal file
11
Assets/Scripts/Weapons/Shoot.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: bc5bc2b49bd326e4db460a6a3af59311
|
||||
MonoImporter:
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||||
externalObjects: {}
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||||
serializedVersion: 2
|
||||
defaultReferences: []
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||||
executionOrder: 0
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||||
icon: {instanceID: 0}
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||||
userData:
|
||||
assetBundleName:
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assetBundleVariant:
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||||
84
Assets/Scripts/Weapons/Weapon.cs
Normal file
84
Assets/Scripts/Weapons/Weapon.cs
Normal file
@@ -0,0 +1,84 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class Weapon : MonoBehaviour
|
||||
{
|
||||
public enum weaponKinds
|
||||
{
|
||||
Rifle, Pistole, Knife, Granade
|
||||
}
|
||||
[SerializeField] weaponKinds weaponKind;
|
||||
[SerializeField] bool active = false;
|
||||
[SerializeField] float damage = 0;
|
||||
[SerializeField] float firerate = 0;
|
||||
[SerializeField] float recoilStrength = 0;
|
||||
[SerializeField] int currentAmmunition = 0;
|
||||
[SerializeField] int magazinSize = 0;
|
||||
[SerializeField] int totalAmmunition = 0;
|
||||
[SerializeField] ParticleSystem flash;
|
||||
[SerializeField] GameObject bulletExit;
|
||||
|
||||
private bool allowShoot = true;
|
||||
|
||||
public bool Active { get => active; set => active = value; }
|
||||
public weaponKinds WeaponKind { get => weaponKind; set => weaponKind = value; }
|
||||
|
||||
|
||||
private void Start()
|
||||
{
|
||||
currentAmmunition = magazinSize;
|
||||
}
|
||||
private void FixedUpdate()
|
||||
{
|
||||
if (Input.GetButton("Fire") && allowShoot && currentAmmunition > 0)
|
||||
{
|
||||
fire();
|
||||
StartCoroutine(fireRate());
|
||||
currentAmmunition--;
|
||||
}
|
||||
if (Input.GetButton("Reload"))
|
||||
{
|
||||
if (allowShoot && totalAmmunition > 0)
|
||||
{
|
||||
allowShoot = false;
|
||||
int dif = magazinSize - currentAmmunition;
|
||||
|
||||
if(totalAmmunition >= dif) {
|
||||
currentAmmunition += dif;
|
||||
totalAmmunition -= dif;
|
||||
}
|
||||
else{
|
||||
currentAmmunition += totalAmmunition;
|
||||
totalAmmunition = 0;
|
||||
}
|
||||
allowShoot = true;
|
||||
}
|
||||
}
|
||||
if (Input.GetButton("Aim"))
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
private void fire()
|
||||
{
|
||||
allowShoot = false;
|
||||
flash.Play();
|
||||
RaycastHit hit;
|
||||
|
||||
if(Physics.Raycast(bulletExit.transform.position,bulletExit.transform.forward, out hit))
|
||||
{
|
||||
Debug.DrawLine(bulletExit.transform.position, hit.point);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
IEnumerator fireRate()
|
||||
{
|
||||
allowShoot = false;
|
||||
yield return new WaitForSeconds(firerate);
|
||||
allowShoot = true;
|
||||
}
|
||||
|
||||
}
|
||||
11
Assets/Scripts/Weapons/Weapon.cs.meta
Normal file
11
Assets/Scripts/Weapons/Weapon.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
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||||
guid: c98f5c47a8b7dd64f86fd6f42c4d6e5e
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MonoImporter:
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externalObjects: {}
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||||
serializedVersion: 2
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||||
defaultReferences: []
|
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executionOrder: 0
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||||
icon: {instanceID: 0}
|
||||
userData:
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assetBundleName:
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||||
assetBundleVariant:
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||||
63
Assets/Scripts/Weapons/WeaponManager.cs
Normal file
63
Assets/Scripts/Weapons/WeaponManager.cs
Normal file
@@ -0,0 +1,63 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class WeaponManager : MonoBehaviour
|
||||
{
|
||||
public int currentWeaponIndex = 0;
|
||||
public List<GameObject> allWeapons = new List<GameObject>();
|
||||
public GameObject[] activeWeapons;
|
||||
|
||||
[SerializeField] GameObject cam;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
activeWeapons = new GameObject[4];
|
||||
}
|
||||
|
||||
void Update() {
|
||||
if(Input.GetAxis("Mouse ScrollWheel") > 0f){ // Scroll up
|
||||
if (currentWeaponIndex <= 0)
|
||||
{ currentWeaponIndex = activeWeapons.Length; }
|
||||
else { currentWeaponIndex--; }
|
||||
}
|
||||
if (Input.GetAxis("Mouse ScrollWheel") < 0f){ // Scroll down
|
||||
if (currentWeaponIndex >= activeWeapons.Length)
|
||||
{ currentWeaponIndex = 0; }
|
||||
else { currentWeaponIndex++; }
|
||||
}
|
||||
if (Input.GetButton("Interact")) // e
|
||||
{
|
||||
if (Physics.Raycast(cam.transform.position, cam.transform.forward, out RaycastHit hit))
|
||||
{
|
||||
Debug.DrawLine(cam.transform.position, hit.point);
|
||||
if (allWeapons.Contains(hit.transform.gameObject) && !searchInArray(activeWeapons, hit.transform.gameObject)) // If Object is a weapon and the weapon is not in the current active weapons
|
||||
{
|
||||
switch (hit.transform.GetComponent<Weapon>().WeaponKind.ToString()) // Adding weapon to inventory slot
|
||||
{
|
||||
case "Rifle": activeWeapons[0] = hit.transform.gameObject; break;
|
||||
case "Pistole": activeWeapons[1] = hit.transform.gameObject; break;
|
||||
case "Knife": activeWeapons[2] = hit.transform.gameObject; break;
|
||||
case "Granade": activeWeapons[3] = hit.transform.gameObject; break;
|
||||
default: break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
if (Input.GetButton("Drop")) // q Droping weapon
|
||||
{
|
||||
activeWeapons[currentWeaponIndex] = null;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
private bool searchInArray(GameObject[] arr, GameObject searchObj)
|
||||
{
|
||||
foreach(GameObject obj in arr)
|
||||
{
|
||||
if (obj == searchObj) return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
}
|
||||
11
Assets/Scripts/Weapons/WeaponManager.cs.meta
Normal file
11
Assets/Scripts/Weapons/WeaponManager.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
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serializedVersion: 2
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defaultReferences: []
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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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Reference in New Issue
Block a user