Merge branch 'main' into Player-Animation

This commit is contained in:
juliuse98
2021-11-06 14:57:31 +01:00
78 changed files with 5849 additions and 1334 deletions

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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()
{
}
}

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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;
}
}

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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;
}
}

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