Network Weapons

+ started weapons with Mirror
This commit is contained in:
Noah4ever
2021-11-05 13:58:29 +01:00
parent 0e780162db
commit 89db851a1e
12 changed files with 454 additions and 61 deletions

View File

@@ -0,0 +1,50 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Ammunition : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
public bool subtractAmmunition(Weapon weapon)
{
if (weapon.CurrentAmmunition > 0) {
weapon.CurrentAmmunition -= weapon.RoundsPerShot;
Debug.Log(weapon.CurrentAmmunition + " - " + weapon.RoundsPerShot);
return true;
}
return false;
}
public bool reloadWeapon(Weapon weapon)
{
if (weapon.AllowAction && weapon.TotalAmmunition > 0) {
weapon.AllowAction = false;
int dif = weapon.MagazinSize - weapon.CurrentAmmunition;
if (weapon.TotalAmmunition >= dif) {
weapon.CurrentAmmunition += dif;
weapon.TotalAmmunition -= dif;
}
else {
weapon.CurrentAmmunition += weapon.TotalAmmunition;
weapon.TotalAmmunition = 0;
}
weapon.AllowAction = true;
Debug.Log("Reloaded");
return true;
}
return false;
}
}

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@@ -0,0 +1,11 @@
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@@ -0,0 +1,22 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Mirror;
public class Reload : NetworkBehaviour
{
// Update is called once per frame
void Update()
{
if (isLocalPlayer)
{
if (Input.GetButton("Reload"))
{
}
}
}
}

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@@ -0,0 +1,11 @@
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@@ -0,0 +1,76 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Mirror;
public class Shoot : NetworkBehaviour
{
[SerializeField] GameObject muzzle;
[SerializeField] GameObject weaponHolder;
private Weapon weapon;
Ammunition ammunition;
private void Start()
{
weapon = weaponHolder.GetComponent<Weapon>();
}
private void Update()
{
if (isLocalPlayer)
{
if (Input.GetButton("Fire"))
{
CmdFireBullet();
}
if (Input.GetButton("Reload"))
{
CmdReloadWeapon();
}
}
}
[Command]
private void CmdReloadWeapon()
{
if (GetComponent<Ammunition>() != null && weapon.AllowAction)
{
GetComponent<Ammunition>().reloadWeapon(weapon);
}
}
[Command]
// This code will be executed on the Server.
private void CmdFireBullet()
{
if (weapon.AllowAction)
{
if (Physics.Raycast(muzzle.transform.position, muzzle.transform.forward, out RaycastHit hit) && weapon.CurrentAmmunition > 0)
{
Debug.DrawLine(muzzle.transform.position, hit.point);
Debug.Log("Geshooted BITCH");
if (hit.transform.gameObject.GetComponent<Player>() != null)
{
Debug.Log("GETROFFEN------------------");
hit.transform.gameObject.GetComponent<Player>().RemoveHealth(20);
}
}
if (GetComponent<Ammunition>() != null)
{
GetComponent<Ammunition>().subtractAmmunition(weapon);
}
StartCoroutine(fireRate());
}
}
IEnumerator fireRate()
{
weapon.AllowAction = false;
yield return new WaitForSeconds(weapon.Firerate);
weapon.AllowAction = true;
}
}

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@@ -0,0 +1,11 @@
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@@ -12,73 +12,29 @@ public class Weapon : MonoBehaviour
[SerializeField] bool active = false;
[SerializeField] float damage = 0;
[SerializeField] float firerate = 0;
[SerializeField] int roundsPerShot = 1;
[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;
[SerializeField] bool allowAction = true;
public bool Active { get => active; set => active = value; }
public weaponKinds WeaponKind { get => weaponKind; set => weaponKind = value; }
public float Damage { get => damage; set => damage = value; }
public float Firerate { get => firerate; set => firerate = value; }
public int RoundsPerShot { get => roundsPerShot; set => roundsPerShot = 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; set => bulletExit = value; }
public bool AllowAction { get => allowAction; set => allowAction = 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;
CurrentAmmunition = MagazinSize;
}
}

View File

@@ -26,6 +26,8 @@ public class WeaponManager : MonoBehaviour
{ currentWeaponIndex = 0; }
else { currentWeaponIndex++; }
}
if (Input.GetButton("Interact")) // e
{
if (Physics.Raycast(cam.transform.position, cam.transform.forward, out RaycastHit hit))