mirror of
https://github.com/DerTyp7/defrain-shooter-unity.git
synced 2025-10-28 20:32:14 +01:00
DebugCanvas and ShootDebug
Fixed DebugAmmunitionText on DebugCanvas Added hitForce on Weapons. When you hit an object with a rigidbody its going to fly back a little bit
This commit is contained in:
@@ -591,6 +591,8 @@ MonoBehaviour:
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weaponHolder: {fileID: 5071598280516985511, guid: bd217f9f85ce78e46a925776562625e8, type: 3}
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mCamera: {fileID: 6272346181657429395}
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limitAmmunition: 1
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showBullethole: 1
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bulletholeRadius: 0.1
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--- !u!114 &320375778840406984
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MonoBehaviour:
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m_ObjectHideFlags: 0
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@@ -656,15 +656,15 @@ PrefabInstance:
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objectReference: {fileID: 0}
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- target: {fileID: 732033708985862910, guid: bd217f9f85ce78e46a925776562625e8, type: 3}
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propertyPath: m_LocalPosition.x
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value: 5.871
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value: 4.213
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objectReference: {fileID: 0}
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- target: {fileID: 732033708985862910, guid: bd217f9f85ce78e46a925776562625e8, type: 3}
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propertyPath: m_LocalPosition.y
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value: 1.885
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value: 0.835
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objectReference: {fileID: 0}
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- target: {fileID: 732033708985862910, guid: bd217f9f85ce78e46a925776562625e8, type: 3}
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propertyPath: m_LocalPosition.z
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value: -5.008
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value: 2.009
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objectReference: {fileID: 0}
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- target: {fileID: 732033708985862910, guid: bd217f9f85ce78e46a925776562625e8, type: 3}
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propertyPath: m_LocalRotation.w
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@@ -1555,6 +1555,10 @@ PrefabInstance:
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propertyPath: m_Materials.Array.data[0]
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value:
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objectReference: {fileID: 2100000, guid: 7e832beb11d0b11499c8a1b3b4e52e78, type: 2}
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- target: {fileID: 1672832146417829139, guid: 6f5ccb6e55f1676429c170257dc7a411, type: 3}
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propertyPath: hitForce
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value: 200
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objectReference: {fileID: 0}
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- target: {fileID: 1672832146417829139, guid: 6f5ccb6e55f1676429c170257dc7a411, type: 3}
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propertyPath: gunLeftREF
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value:
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@@ -1589,7 +1593,7 @@ PrefabInstance:
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objectReference: {fileID: 0}
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- target: {fileID: 8797726366404580855, guid: 6f5ccb6e55f1676429c170257dc7a411, type: 3}
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propertyPath: m_LocalPosition.x
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value: 0
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value: 4.47
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objectReference: {fileID: 0}
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- target: {fileID: 8797726366404580855, guid: 6f5ccb6e55f1676429c170257dc7a411, type: 3}
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propertyPath: m_LocalPosition.y
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@@ -3496,6 +3500,7 @@ MonoBehaviour:
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m_EditorClassIdentifier:
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DebugTextGrounded: {fileID: 987854205}
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DebugTextClientServer: {fileID: 0}
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DebugAmmunition: {fileID: 1430445133}
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Player: {fileID: 6272346181302961293, guid: a14d876ac00bdf6498e30b3e58b68fdf, type: 3}
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GameManager: {fileID: 0}
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fpsText: {fileID: 72243808}
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@@ -9,11 +9,14 @@ public class DebugCanvas : MonoBehaviour
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{
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public TextMeshProUGUI DebugTextGrounded;
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public TextMeshProUGUI DebugTextClientServer;
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public TextMeshProUGUI DebugAmmunition;
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public GameObject Player;
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public GameObject GameManager;
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public TextMeshProUGUI fpsText;
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public float deltaTime;
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private Shoot shoot;
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private void Start()
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{
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GameManager = GameObject.Find("GameManager");
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@@ -26,6 +29,7 @@ public class DebugCanvas : MonoBehaviour
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try
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{
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Player = GameObject.FindGameObjectWithTag("Player").gameObject;
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shoot = Player.GetComponent<Shoot>();
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Debug.Log("Player Found");
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}
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catch
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@@ -37,6 +41,10 @@ public class DebugCanvas : MonoBehaviour
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else
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{
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DebugTextGrounded.text = "isGrounded: " + Player.GetComponent<PlayerController>().isGrounded.ToString();
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if (Player)
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{
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DebugAmmunition.text = shoot.CurAmmo + " / " + shoot.TotalAmmo;
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}
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deltaTime += (Time.deltaTime - deltaTime) * 0.1f;
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float fps = 1.0f / deltaTime;
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fpsText.text = Mathf.Ceil(fps).ToString() + "FPS";
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@@ -12,7 +12,10 @@ public class Shoot : NetworkBehaviour
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[SerializeField] GameObject weaponHolder;
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[SerializeField] Camera mCamera;
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[SerializeField] bool limitAmmunition = true;
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[Header("Debug")]
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[SerializeField] bool showBullethole = true;
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[SerializeField] float bulletholeRadius = 0.2f;
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private Weapon weapon;
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private RaycastHit crosshairHitPoint;
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private Vector3 _pointDirection;
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@@ -23,8 +26,8 @@ public class Shoot : NetworkBehaviour
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private bool updateCanvas = true;
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private int curAmmo = 1, totalAmmo = 1;
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public int CurAmmo { get => curAmmo; set => curAmmo = value; }
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public int TotalAmmo { get => totalAmmo; set => totalAmmo = value; }
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public int CurAmmo { get => curAmmo; set => curAmmo = value; } // For DebugCanvas
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public int TotalAmmo { get => totalAmmo; set => totalAmmo = value; } // For DebugCanvas
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private void Start() {
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if (isServer) {
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@@ -100,7 +103,11 @@ public class Shoot : NetworkBehaviour
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if (weapon.AllowAction) { // If not reloading etc.
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if (Physics.Raycast(muzzle.transform.position, muzzle.transform.forward, out hit) && weapon.CurrentAmmunition > 0) { // Raycast from Bullet Exit Point to camera raycast
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bulletHole(GameObject.CreatePrimitive(PrimitiveType.Sphere), hit); // Creates bullethole where raycast hits
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if (showBullethole) { bulletHole(GameObject.CreatePrimitive(PrimitiveType.Sphere), hit); } // Creates bullethole where raycast hits
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if (hit.transform.gameObject.GetComponent<Rigidbody>())
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{
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hit.transform.gameObject.GetComponent<Rigidbody>().AddForce(mCamera.transform.forward * weapon.HitForce);
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}
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if (hit.transform.gameObject.GetComponent<Player>() != null) { // If hit object is a player
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Debug.Log("-->HIT PLAYER: " + hit.transform.name);
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hit.transform.gameObject.GetComponent<Player>().RemoveHealth(weapon.Damage);
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@@ -115,7 +122,7 @@ public class Shoot : NetworkBehaviour
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void bulletHole(GameObject holeObject, RaycastHit hit) // Nur zum testen da
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{
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holeObject.transform.localScale = new Vector3(0.2f, 0.2f, 0.2f);
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holeObject.transform.localScale = new Vector3(bulletholeRadius, bulletholeRadius, bulletholeRadius);
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holeObject.transform.position = hit.point;
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}
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@@ -129,6 +136,7 @@ public class Shoot : NetworkBehaviour
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private bool subtractAmmunition(Weapon weapon) { // Subtracts Ammunition from weapon
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if (weapon.CurrentAmmunition > 0) {
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weapon.CurrentAmmunition -= 1;
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Debug.Log(weapon.CurrentAmmunition + " / " + weapon.TotalAmmunition);
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return true;
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}
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return false;
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@@ -11,6 +11,7 @@ public class Weapon : MonoBehaviour
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[Header("Weapon Info")]
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[SerializeField] weaponKinds weaponKind;
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[SerializeField] float dropForce = 10f;
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[SerializeField] float hitForce = 100f;
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[SerializeField] int damage = 0;
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[SerializeField] float firerate = 0;
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[SerializeField] float recoilStrength = 0;
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@@ -23,6 +24,7 @@ public class Weapon : MonoBehaviour
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[SerializeField] Animator weaponAnimator;
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[SerializeField] Transform gunRightREF;
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[SerializeField] Transform gunLeftREF;
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//[Header("Grenade")]
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private bool hasBeenThrown = false;
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@@ -40,6 +42,7 @@ public class Weapon : MonoBehaviour
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public Transform GunLeftREF { get => gunLeftREF; }
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public Transform GunRightREF { get => gunRightREF; }
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public bool HasBeenThrown { get => hasBeenThrown; set => hasBeenThrown = value; }
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public float HitForce { get => hitForce; set => hitForce = value; }
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private void Start() {
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CurrentAmmunition = MagazinSize;
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