diff --git a/Assets/Scenes/TestScene.unity b/Assets/Scenes/TestScene.unity index d278d4e..f34aaaa 100644 --- a/Assets/Scenes/TestScene.unity +++ b/Assets/Scenes/TestScene.unity @@ -180,7 +180,7 @@ Transform: m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 47740257} m_LocalRotation: {x: -0, y: 0.76803535, z: -0, w: 0.64040744} - m_LocalPosition: {x: 11.263, y: 2.265, z: -0.464} + m_LocalPosition: {x: 11.263, y: 2.265, z: -0.462} m_LocalScale: {x: 0.19765502, y: 0.19765502, z: 0.19765502} m_ConstrainProportionsScale: 0 m_Children: [] @@ -752,7 +752,7 @@ PrefabInstance: objectReference: {fileID: 0} - target: {fileID: 9082234699677627348, guid: bd217f9f85ce78e46a925776562625e8, type: 3} propertyPath: grenadeRadius - value: 5 + value: 6 objectReference: {fileID: 0} - target: {fileID: 9082234699677627348, guid: bd217f9f85ce78e46a925776562625e8, type: 3} propertyPath: showExplosion @@ -2549,7 +2549,7 @@ PrefabInstance: objectReference: {fileID: 0} - target: {fileID: 9082234699677627348, guid: bd217f9f85ce78e46a925776562625e8, type: 3} propertyPath: grenadeRadius - value: 5 + value: 6 objectReference: {fileID: 0} - target: {fileID: 9082234699677627348, guid: bd217f9f85ce78e46a925776562625e8, type: 3} propertyPath: showExplosion @@ -2557,7 +2557,7 @@ PrefabInstance: objectReference: {fileID: 0} - target: {fileID: 9082234699677627348, guid: bd217f9f85ce78e46a925776562625e8, type: 3} propertyPath: explosionForce - value: 850 + value: 1000 objectReference: {fileID: 0} - target: {fileID: 9082234699677627348, guid: bd217f9f85ce78e46a925776562625e8, type: 3} propertyPath: explodeParticle @@ -5682,7 +5682,7 @@ PrefabInstance: objectReference: {fileID: 0} - target: {fileID: 9082234699677627348, guid: bd217f9f85ce78e46a925776562625e8, type: 3} propertyPath: grenadeRadius - value: 5 + value: 6 objectReference: {fileID: 0} - target: {fileID: 9082234699677627348, guid: bd217f9f85ce78e46a925776562625e8, type: 3} propertyPath: showExplosion @@ -5690,7 +5690,7 @@ PrefabInstance: objectReference: {fileID: 0} - target: {fileID: 9082234699677627348, guid: bd217f9f85ce78e46a925776562625e8, type: 3} propertyPath: explosionForce - value: 900 + value: 1000 objectReference: {fileID: 0} - target: {fileID: 9082234699677627348, guid: bd217f9f85ce78e46a925776562625e8, type: 3} propertyPath: explodeParticle @@ -6153,7 +6153,7 @@ Rigidbody: m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 2019358521} serializedVersion: 2 - m_Mass: 1 + m_Mass: 1.3 m_Drag: 0 m_AngularDrag: 0.05 m_UseGravity: 1 diff --git a/Assets/Scripts/Player/ProcedualAnimationController.cs b/Assets/Scripts/Player/ProcedualAnimationController.cs index 2cd2b0b..d5ae508 100644 --- a/Assets/Scripts/Player/ProcedualAnimationController.cs +++ b/Assets/Scripts/Player/ProcedualAnimationController.cs @@ -133,13 +133,13 @@ public class ProcedualAnimationController : NetworkBehaviour // Getting right camera shake curve if(distance < nearDistance) { cameraShakeCurve = nearCameraShakeCurve; // high camera shake - Debug.Log("NEAR EXPLOSION: " + distance); + //Debug.Log("NEAR EXPLOSION: " + distance); } else if(distance < mediumDistance){ cameraShakeCurve = mediumCameraShakeCurve; // medium camera shake - Debug.Log("MEDIUM EXPLOSION: " + distance); + //Debug.Log("MEDIUM EXPLOSION: " + distance); } else if(distance < farDistance) { cameraShakeCurve = farCameraShakeCurve; // little camera shake - Debug.Log("FAR EXPLOSION: " + distance); + //Debug.Log("FAR EXPLOSION: " + distance); } else { // If distance is even further than far then no camera shake cameraShake = false; } diff --git a/Assets/Scripts/Weapons/Shoot.cs b/Assets/Scripts/Weapons/Shoot.cs index 680ce0c..b51ffe8 100644 --- a/Assets/Scripts/Weapons/Shoot.cs +++ b/Assets/Scripts/Weapons/Shoot.cs @@ -77,7 +77,8 @@ public class Shoot : NetworkBehaviour Debug.Log("ThrowGrenade!"); // Throws grenade with dropForce weapon.HasBeenThrown = true; - weaponManager.dropWeapon(weapon.DropForce); + // 3 -> Grenade index + weaponManager.dropWeapon(weapon.DropForce, 3); weaponManager.switchWeapon(1); } diff --git a/Assets/Scripts/Weapons/WeaponManager.cs b/Assets/Scripts/Weapons/WeaponManager.cs index bf46396..39632d2 100644 --- a/Assets/Scripts/Weapons/WeaponManager.cs +++ b/Assets/Scripts/Weapons/WeaponManager.cs @@ -28,21 +28,18 @@ public class WeaponManager : NetworkBehaviour lastWeaponIndex = currentWeaponIndex; activeWeapons[currentWeaponIndex].SetActive(false); switchWeapon(-1); - activeWeapons[currentWeaponIndex].SetActive(true); } else if (Input.GetAxis("Mouse ScrollWheel") < 0f) { // Scroll down lastWeaponIndex = currentWeaponIndex; activeWeapons[currentWeaponIndex].SetActive(false); switchWeapon(1); - activeWeapons[currentWeaponIndex].SetActive(true); } if (Input.GetButtonDown("Interact")) { // e PickupWeapon(); }else if (Input.GetButtonDown("Drop")) { // q Droping weapon if (activeWeapons[currentWeaponIndex] != null) { - dropWeapon(activeWeapons[currentWeaponIndex].GetComponent().DropForce); // Throws weapon away + dropWeapon(activeWeapons[currentWeaponIndex].GetComponent().DropForce, currentWeaponIndex); // Throws weapon away switchWeapon(1); - activeWeapons[currentWeaponIndex].SetActive(true); } } } @@ -57,8 +54,10 @@ public class WeaponManager : NetworkBehaviour Weapon weaponData = activeWeapons[currentWeaponIndex].GetComponent(); procedualAnimationController.GunRightHandREF = weaponData.GunRightREF; procedualAnimationController.GunLeftHandREF = weaponData.GunLeftREF; - switchAnimation(weaponData.WeaponKind.ToString()); // play weapon switch animation + // Play weapon switch animation + switchAnimation(weaponData.WeaponKind.ToString()); + activeWeapons[currentWeaponIndex].SetActive(true); return false; } private void switchAnimation(string weaponType) { @@ -99,16 +98,21 @@ public class WeaponManager : NetworkBehaviour private void PickupWeapon() { if (Physics.Raycast(cam.transform.position, cam.transform.forward, out RaycastHit hit)) { - if (hit.transform.tag == "Weapon") // If Object is a weapon and the weapon is not in the current active weapons - { - foreach (GameObject obj in activeWeapons) { // Disable all weapons + // If Object is a weapon and the weapon is not in the current active weapons + if (hit.transform.tag == "Weapon") + { + // Disable all weapons + foreach (GameObject obj in activeWeapons) { if (obj != null) { obj.SetActive(false); } } - hit.transform.parent = gunHolster.transform; // Parent weapon to gunHolster + // Parent weapon to gunHolster + hit.transform.parent = gunHolster.transform; hit.rigidbody.isKinematic = true; hit.rigidbody.useGravity = false; - SetAllColliderStatus(hit.transform.gameObject, false); // Disable all Collider - switch (hit.transform.GetComponent().WeaponKind.ToString()) { // Adding weapon to inventory slot + // Disable all Collider + SetAllColliderStatus(hit.transform.gameObject, false); + // Adding weapon to inventory slot + switch (hit.transform.GetComponent().WeaponKind.ToString()) { case "Rifle": putWeaponInArray(0, hit); break; case "Pistole": putWeaponInArray(1, hit); break; case "Knife": putWeaponInArray(2, hit); break; @@ -121,7 +125,8 @@ public class WeaponManager : NetworkBehaviour private bool putWeaponInArray(int index, RaycastHit hit) { if (activeWeapons[index] != null) { - dropWeapon(activeWeapons[currentWeaponIndex].GetComponent().DropForce); // Throws weapon away + // Throws weapon away + dropWeapon(activeWeapons[index].GetComponent().DropForce, index); } activeWeapons[index] = hit.transform.gameObject; activeWeapons[index].SetActive(true); @@ -135,17 +140,18 @@ public class WeaponManager : NetworkBehaviour return true; } - public bool dropWeapon(float dropForce) { - if(currentWeaponIndex != 2) { - GameObject currentWeapon = activeWeapons[currentWeaponIndex]; + public bool dropWeapon(float dropForce, int index) { + if(index != 2) { + GameObject currentWeapon = activeWeapons[index]; currentWeapon.SetActive(true); Rigidbody rigid = currentWeapon.GetComponent(); rigid.useGravity = true; rigid.isKinematic = false; rigid.velocity = cam.transform.forward * dropForce + cam.transform.up * 2; - SetAllColliderStatus(currentWeapon, true); // Activate all Collider + // Activate all Collider + SetAllColliderStatus(currentWeapon, true); currentWeapon.gameObject.transform.SetParent(null); - activeWeapons[currentWeaponIndex] = null; + activeWeapons[index] = null; return true; } else {