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:
Noah4ever
2021-12-10 15:38:59 +01:00
parent 14a8f084d3
commit 9512d9dac1
5 changed files with 35 additions and 9 deletions

View File

@@ -591,6 +591,8 @@ MonoBehaviour:
weaponHolder: {fileID: 5071598280516985511, guid: bd217f9f85ce78e46a925776562625e8, type: 3}
mCamera: {fileID: 6272346181657429395}
limitAmmunition: 1
showBullethole: 1
bulletholeRadius: 0.1
--- !u!114 &320375778840406984
MonoBehaviour:
m_ObjectHideFlags: 0

View File

@@ -656,15 +656,15 @@ PrefabInstance:
objectReference: {fileID: 0}
- target: {fileID: 732033708985862910, guid: bd217f9f85ce78e46a925776562625e8, type: 3}
propertyPath: m_LocalPosition.x
value: 5.871
value: 4.213
objectReference: {fileID: 0}
- target: {fileID: 732033708985862910, guid: bd217f9f85ce78e46a925776562625e8, type: 3}
propertyPath: m_LocalPosition.y
value: 1.885
value: 0.835
objectReference: {fileID: 0}
- target: {fileID: 732033708985862910, guid: bd217f9f85ce78e46a925776562625e8, type: 3}
propertyPath: m_LocalPosition.z
value: -5.008
value: 2.009
objectReference: {fileID: 0}
- target: {fileID: 732033708985862910, guid: bd217f9f85ce78e46a925776562625e8, type: 3}
propertyPath: m_LocalRotation.w
@@ -1555,6 +1555,10 @@ PrefabInstance:
propertyPath: m_Materials.Array.data[0]
value:
objectReference: {fileID: 2100000, guid: 7e832beb11d0b11499c8a1b3b4e52e78, type: 2}
- target: {fileID: 1672832146417829139, guid: 6f5ccb6e55f1676429c170257dc7a411, type: 3}
propertyPath: hitForce
value: 200
objectReference: {fileID: 0}
- target: {fileID: 1672832146417829139, guid: 6f5ccb6e55f1676429c170257dc7a411, type: 3}
propertyPath: gunLeftREF
value:
@@ -1589,7 +1593,7 @@ PrefabInstance:
objectReference: {fileID: 0}
- target: {fileID: 8797726366404580855, guid: 6f5ccb6e55f1676429c170257dc7a411, type: 3}
propertyPath: m_LocalPosition.x
value: 0
value: 4.47
objectReference: {fileID: 0}
- target: {fileID: 8797726366404580855, guid: 6f5ccb6e55f1676429c170257dc7a411, type: 3}
propertyPath: m_LocalPosition.y
@@ -3496,6 +3500,7 @@ MonoBehaviour:
m_EditorClassIdentifier:
DebugTextGrounded: {fileID: 987854205}
DebugTextClientServer: {fileID: 0}
DebugAmmunition: {fileID: 1430445133}
Player: {fileID: 6272346181302961293, guid: a14d876ac00bdf6498e30b3e58b68fdf, type: 3}
GameManager: {fileID: 0}
fpsText: {fileID: 72243808}

View File

@@ -9,11 +9,14 @@ public class DebugCanvas : MonoBehaviour
{
public TextMeshProUGUI DebugTextGrounded;
public TextMeshProUGUI DebugTextClientServer;
public TextMeshProUGUI DebugAmmunition;
public GameObject Player;
public GameObject GameManager;
public TextMeshProUGUI fpsText;
public float deltaTime;
private Shoot shoot;
private void Start()
{
GameManager = GameObject.Find("GameManager");
@@ -26,6 +29,7 @@ public class DebugCanvas : MonoBehaviour
try
{
Player = GameObject.FindGameObjectWithTag("Player").gameObject;
shoot = Player.GetComponent<Shoot>();
Debug.Log("Player Found");
}
catch
@@ -37,6 +41,10 @@ public class DebugCanvas : MonoBehaviour
else
{
DebugTextGrounded.text = "isGrounded: " + Player.GetComponent<PlayerController>().isGrounded.ToString();
if (Player)
{
DebugAmmunition.text = shoot.CurAmmo + " / " + shoot.TotalAmmo;
}
deltaTime += (Time.deltaTime - deltaTime) * 0.1f;
float fps = 1.0f / deltaTime;
fpsText.text = Mathf.Ceil(fps).ToString() + "FPS";

View File

@@ -12,6 +12,9 @@ public class Shoot : NetworkBehaviour
[SerializeField] GameObject weaponHolder;
[SerializeField] Camera mCamera;
[SerializeField] bool limitAmmunition = true;
[Header("Debug")]
[SerializeField] bool showBullethole = true;
[SerializeField] float bulletholeRadius = 0.2f;
private Weapon weapon;
private RaycastHit crosshairHitPoint;
@@ -23,8 +26,8 @@ public class Shoot : NetworkBehaviour
private bool updateCanvas = true;
private int curAmmo = 1, totalAmmo = 1;
public int CurAmmo { get => curAmmo; set => curAmmo = value; }
public int TotalAmmo { get => totalAmmo; set => totalAmmo = value; }
public int CurAmmo { get => curAmmo; set => curAmmo = value; } // For DebugCanvas
public int TotalAmmo { get => totalAmmo; set => totalAmmo = value; } // For DebugCanvas
private void Start() {
if (isServer) {
@@ -100,7 +103,11 @@ public class Shoot : NetworkBehaviour
if (weapon.AllowAction) { // If not reloading etc.
if (Physics.Raycast(muzzle.transform.position, muzzle.transform.forward, out hit) && weapon.CurrentAmmunition > 0) { // Raycast from Bullet Exit Point to camera raycast
bulletHole(GameObject.CreatePrimitive(PrimitiveType.Sphere), hit); // Creates bullethole where raycast hits
if (showBullethole) { bulletHole(GameObject.CreatePrimitive(PrimitiveType.Sphere), hit); } // Creates bullethole where raycast hits
if (hit.transform.gameObject.GetComponent<Rigidbody>())
{
hit.transform.gameObject.GetComponent<Rigidbody>().AddForce(mCamera.transform.forward * weapon.HitForce);
}
if (hit.transform.gameObject.GetComponent<Player>() != null) { // If hit object is a player
Debug.Log("-->HIT PLAYER: " + hit.transform.name);
hit.transform.gameObject.GetComponent<Player>().RemoveHealth(weapon.Damage);
@@ -115,7 +122,7 @@ public class Shoot : NetworkBehaviour
void bulletHole(GameObject holeObject, RaycastHit hit) // Nur zum testen da
{
holeObject.transform.localScale = new Vector3(0.2f, 0.2f, 0.2f);
holeObject.transform.localScale = new Vector3(bulletholeRadius, bulletholeRadius, bulletholeRadius);
holeObject.transform.position = hit.point;
}
@@ -129,6 +136,7 @@ public class Shoot : NetworkBehaviour
private bool subtractAmmunition(Weapon weapon) { // Subtracts Ammunition from weapon
if (weapon.CurrentAmmunition > 0) {
weapon.CurrentAmmunition -= 1;
Debug.Log(weapon.CurrentAmmunition + " / " + weapon.TotalAmmunition);
return true;
}
return false;

View File

@@ -11,6 +11,7 @@ public class Weapon : MonoBehaviour
[Header("Weapon Info")]
[SerializeField] weaponKinds weaponKind;
[SerializeField] float dropForce = 10f;
[SerializeField] float hitForce = 100f;
[SerializeField] int damage = 0;
[SerializeField] float firerate = 0;
[SerializeField] float recoilStrength = 0;
@@ -23,6 +24,7 @@ public class Weapon : MonoBehaviour
[SerializeField] Animator weaponAnimator;
[SerializeField] Transform gunRightREF;
[SerializeField] Transform gunLeftREF;
//[Header("Grenade")]
private bool hasBeenThrown = false;
@@ -40,6 +42,7 @@ public class Weapon : MonoBehaviour
public Transform GunLeftREF { get => gunLeftREF; }
public Transform GunRightREF { get => gunRightREF; }
public bool HasBeenThrown { get => hasBeenThrown; set => hasBeenThrown = value; }
public float HitForce { get => hitForce; set => hitForce = value; }
private void Start() {
CurrentAmmunition = MagazinSize;