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https://github.com/DerTyp7/defrain-shooter-unity.git
synced 2025-10-29 12:52:07 +01:00
Quick bug fixes
fixed pickup weapon fixed drop weapon changed switch weapon
This commit is contained in:
@@ -133,13 +133,13 @@ public class ProcedualAnimationController : NetworkBehaviour
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// Getting right camera shake curve
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if(distance < nearDistance) {
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cameraShakeCurve = nearCameraShakeCurve; // high camera shake
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Debug.Log("NEAR EXPLOSION: " + distance);
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//Debug.Log("NEAR EXPLOSION: " + distance);
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} else if(distance < mediumDistance){
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cameraShakeCurve = mediumCameraShakeCurve; // medium camera shake
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Debug.Log("MEDIUM EXPLOSION: " + distance);
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//Debug.Log("MEDIUM EXPLOSION: " + distance);
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} else if(distance < farDistance) {
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cameraShakeCurve = farCameraShakeCurve; // little camera shake
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Debug.Log("FAR EXPLOSION: " + distance);
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//Debug.Log("FAR EXPLOSION: " + distance);
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} else { // If distance is even further than far then no camera shake
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cameraShake = false;
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}
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@@ -77,7 +77,8 @@ public class Shoot : NetworkBehaviour
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Debug.Log("ThrowGrenade!");
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// Throws grenade with dropForce
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weapon.HasBeenThrown = true;
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weaponManager.dropWeapon(weapon.DropForce);
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// 3 -> Grenade index
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weaponManager.dropWeapon(weapon.DropForce, 3);
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weaponManager.switchWeapon(1);
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}
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@@ -28,21 +28,18 @@ public class WeaponManager : NetworkBehaviour
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lastWeaponIndex = currentWeaponIndex;
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activeWeapons[currentWeaponIndex].SetActive(false);
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switchWeapon(-1);
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activeWeapons[currentWeaponIndex].SetActive(true);
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}
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else if (Input.GetAxis("Mouse ScrollWheel") < 0f) { // Scroll down
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lastWeaponIndex = currentWeaponIndex;
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activeWeapons[currentWeaponIndex].SetActive(false);
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switchWeapon(1);
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activeWeapons[currentWeaponIndex].SetActive(true);
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}
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if (Input.GetButtonDown("Interact")) { // e
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PickupWeapon();
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}else if (Input.GetButtonDown("Drop")) { // q Droping weapon
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if (activeWeapons[currentWeaponIndex] != null) {
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dropWeapon(activeWeapons[currentWeaponIndex].GetComponent<Weapon>().DropForce); // Throws weapon away
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dropWeapon(activeWeapons[currentWeaponIndex].GetComponent<Weapon>().DropForce, currentWeaponIndex); // Throws weapon away
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switchWeapon(1);
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activeWeapons[currentWeaponIndex].SetActive(true);
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}
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}
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}
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@@ -57,8 +54,10 @@ public class WeaponManager : NetworkBehaviour
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Weapon weaponData = activeWeapons[currentWeaponIndex].GetComponent<Weapon>();
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procedualAnimationController.GunRightHandREF = weaponData.GunRightREF;
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procedualAnimationController.GunLeftHandREF = weaponData.GunLeftREF;
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switchAnimation(weaponData.WeaponKind.ToString()); // play weapon switch animation
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// Play weapon switch animation
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switchAnimation(weaponData.WeaponKind.ToString());
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activeWeapons[currentWeaponIndex].SetActive(true);
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return false;
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}
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private void switchAnimation(string weaponType) {
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@@ -99,16 +98,21 @@ public class WeaponManager : NetworkBehaviour
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private void PickupWeapon() {
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if (Physics.Raycast(cam.transform.position, cam.transform.forward, out RaycastHit hit))
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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 Object is a weapon and the weapon is not in the current active weapons
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if (hit.transform.tag == "Weapon")
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{
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// Disable all weapons
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foreach (GameObject obj in activeWeapons) {
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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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// Parent weapon to gunHolster
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hit.transform.parent = gunHolster.transform;
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hit.rigidbody.isKinematic = true;
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hit.rigidbody.useGravity = false;
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SetAllColliderStatus(hit.transform.gameObject, false); // Disable all Collider
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switch (hit.transform.GetComponent<Weapon>().WeaponKind.ToString()) { // Adding weapon to inventory slot
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// Disable all Collider
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SetAllColliderStatus(hit.transform.gameObject, false);
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// Adding weapon to inventory slot
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switch (hit.transform.GetComponent<Weapon>().WeaponKind.ToString()) {
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case "Rifle": putWeaponInArray(0, hit); break;
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case "Pistole": putWeaponInArray(1, hit); break;
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case "Knife": putWeaponInArray(2, hit); break;
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@@ -121,7 +125,8 @@ public class WeaponManager : NetworkBehaviour
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private bool putWeaponInArray(int index, RaycastHit hit) {
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if (activeWeapons[index] != null) {
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dropWeapon(activeWeapons[currentWeaponIndex].GetComponent<Weapon>().DropForce); // Throws weapon away
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// Throws weapon away
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dropWeapon(activeWeapons[index].GetComponent<Weapon>().DropForce, index);
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}
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activeWeapons[index] = hit.transform.gameObject;
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activeWeapons[index].SetActive(true);
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@@ -135,17 +140,18 @@ public class WeaponManager : NetworkBehaviour
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return true;
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}
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public bool dropWeapon(float dropForce) {
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if(currentWeaponIndex != 2) {
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GameObject currentWeapon = activeWeapons[currentWeaponIndex];
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public bool dropWeapon(float dropForce, int index) {
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if(index != 2) {
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GameObject currentWeapon = activeWeapons[index];
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currentWeapon.SetActive(true);
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Rigidbody rigid = currentWeapon.GetComponent<Rigidbody>();
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rigid.useGravity = true;
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rigid.isKinematic = false;
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rigid.velocity = cam.transform.forward * dropForce + cam.transform.up * 2;
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SetAllColliderStatus(currentWeapon, true); // Activate all Collider
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// Activate all Collider
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SetAllColliderStatus(currentWeapon, true);
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currentWeapon.gameObject.transform.SetParent(null);
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activeWeapons[currentWeaponIndex] = null;
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activeWeapons[index] = null;
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return true;
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}
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else {
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