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https://github.com/DerTyp7/defrain-shooter-unity.git
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Weapon Switching/pickup/throw
[+] added + added pickup weapons + added throw weapons + added weapon switching + scrolling searches for next active weapon [n] needs to be added n weapon in correct position after pickup n after weapon throw -> next active weapon needs to be equipt n throw/pickup/switch weapon animation
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@@ -7,64 +7,91 @@ using Mirror;
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public class WeaponManager : NetworkBehaviour
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{
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public int currentWeaponIndex = 0;
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public GameObject[] activeWeapons;
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private int lastWeaponIndex = 0;
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private int counter = 0;
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public List<GameObject> activeWeapons = new List<GameObject>();
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[SerializeField] GameObject gunHolster;
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[SerializeField] Camera cam;
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private void Awake()
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{
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activeWeapons = new GameObject[4];
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for(int i = 0; i<4; i++)
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{
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activeWeapons[i] = null;
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activeWeapons.Add(null);
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}
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}
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void Update() {
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if (isLocalPlayer) {
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counter = 0;
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if(Input.GetAxis("Mouse ScrollWheel") > 0f){ // Scroll up
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do
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{
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if (currentWeaponIndex <= 0)
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{
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currentWeaponIndex = activeWeapons.Length - 1;
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}
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else
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{
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lastWeaponIndex = currentWeaponIndex;
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counter = 0;
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do {
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if (currentWeaponIndex <= 0) {
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currentWeaponIndex = activeWeapons.Count - 1;
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} else {
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currentWeaponIndex--;
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}
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counter++;
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//Debug.Log(activeWeapons[currentWeaponIndex]);
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if (counter > 10) { break; }
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} while (activeWeapons[currentWeaponIndex] == null);
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if (lastWeaponIndex != currentWeaponIndex && activeWeapons[currentWeaponIndex] != null)
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{
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// play switch animation or move weapon (hands) down
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foreach (GameObject obj in activeWeapons)
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{ // Disable all weapons
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if (obj != null) { obj.SetActive(false); }
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}
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Debug.Log("Set Active (" + currentWeaponIndex + "): " + activeWeapons[currentWeaponIndex].name);
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activeWeapons[currentWeaponIndex].SetActive(true);
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}
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}
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else if (Input.GetAxis("Mouse ScrollWheel") < 0f){ // Scroll down
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do
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{
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if (currentWeaponIndex >= activeWeapons.Length - 1)
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{
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lastWeaponIndex = currentWeaponIndex;
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counter = 0;
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do {
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if (currentWeaponIndex >= activeWeapons.Count - 1) {
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currentWeaponIndex = 0;
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}
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else
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{
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} else {
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currentWeaponIndex++;
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}
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counter++;
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//Debug.Log(activeWeapons[currentWeaponIndex]);
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if(counter > 10) { break; }
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} while (activeWeapons[currentWeaponIndex] == null);
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if (lastWeaponIndex != currentWeaponIndex && activeWeapons[currentWeaponIndex] != null)
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{
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// play switch animation or move weapon (hands) down
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foreach (GameObject obj in activeWeapons)
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{ // Disable all weapons
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if (obj != null) { obj.SetActive(false); }
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}
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Debug.Log("Set Active (" + currentWeaponIndex + "): " + activeWeapons[currentWeaponIndex].name);
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activeWeapons[currentWeaponIndex].SetActive(true);
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}
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}
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if (Input.GetButton("Interact")) // e
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if (Input.GetButtonDown("Interact")) // e
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{
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CmdPickupWeapon();
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}else if (Input.GetButton("Drop")) // q Droping weapon
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}else if (Input.GetButtonDown("Drop")) // q Droping weapon
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{
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activeWeapons[currentWeaponIndex] = null;
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// WENN GEDROPT WIRD MUSS DIE N<>CHSTE AKTIVE GSUCHT WERDEn
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if(activeWeapons[currentWeaponIndex] != null)
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{
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activeWeapons[currentWeaponIndex].GetComponent<Rigidbody>().useGravity = true;
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activeWeapons[currentWeaponIndex].GetComponent<Rigidbody>().isKinematic = false;
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activeWeapons[currentWeaponIndex].transform.position = cam.transform.position;
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activeWeapons[currentWeaponIndex].GetComponent<BoxCollider>().enabled = true;
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activeWeapons[currentWeaponIndex].GetComponent<Rigidbody>().velocity = cam.transform.forward * 10 + cam.transform.up * 2;
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activeWeapons[currentWeaponIndex].gameObject.transform.SetParent(null);
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activeWeapons[currentWeaponIndex] = null;
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}
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}
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}
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}
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[Command]
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@@ -73,8 +100,16 @@ public class WeaponManager : NetworkBehaviour
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{
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if (hit.transform.tag == "Weapon") // If Object is a weapon and the weapon is not in the current active weapons
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{
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foreach (GameObject obj in activeWeapons) { // Disable all weapons
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if (obj != null) { obj.SetActive(false); }
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}
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hit.transform.parent = gunHolster.transform; // Parent weapon to gunHolster
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hit.rigidbody.isKinematic = true;
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hit.rigidbody.useGravity = false;
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hit.transform.GetComponent<BoxCollider>().enabled = false; // Disable Boxcollider
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hit.transform.position = cam.transform.position;
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switch (hit.transform.GetComponent<Weapon>().WeaponKind.ToString()) // Adding weapon to inventory slot
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{
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case "Rifle": activeWeapons[0] = hit.transform.gameObject; break;
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case "Pistole": activeWeapons[1] = hit.transform.gameObject; break;
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