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[SerializeField] private GameObject gun; // The gun object with the animator on it. [SerializeField] private GameObject gunHolder; + [SerializeField] private WeaponManager weaponManager; [Header("General Settings")] @@ -94,15 +94,14 @@ public class ProcedualAnimationController : NetworkBehaviour public Quaternion[] rotationMod = new Quaternion[3]; - public void OnSwitchWeapon(float fireRate) + public void OnSwitchWeapon(GameObject currentWeapon) { - if (isLocalPlayer) - { - //gun = newGun; - gunAnimator = gun.GetComponent(); - gunAnimator.SetFloat("ShootSpeed", 1f / (60f / fireRate)); - //startPos = gunPositionObj.transform.localPosition; - //startRot = gunRotationObj.transform.localRotation.eulerAngles; + if (isLocalPlayer) { + if(currentWeapon != null) { + gunHolder = currentWeapon; + gunAnimator = currentWeapon.GetComponent().WeaponAnimator; + gunAnimator.SetFloat("ShootSpeed", 1f / (60f / currentWeapon.GetComponent().Firerate)); + } } } diff --git a/Assets/Scripts/Weapons/Shoot.cs b/Assets/Scripts/Weapons/Shoot.cs index 4f6e2b1..873a86f 100644 --- a/Assets/Scripts/Weapons/Shoot.cs +++ b/Assets/Scripts/Weapons/Shoot.cs @@ -27,11 +27,9 @@ public class Shoot : NetworkBehaviour private void Start() { if (isServer) { weapon = weaponHolder.GetComponent(); - shootAnim.OnSwitchWeapon(weapon.Firerate); } if (isLocalPlayer) { weapon = weaponHolder.GetComponent(); - shootAnim.OnSwitchWeapon(weapon.Firerate); curAmmo = weapon.CurrentAmmunition; totalAmmo = weapon.TotalAmmunition; } diff --git a/Assets/Scripts/Weapons/Weapon.cs b/Assets/Scripts/Weapons/Weapon.cs index 098f8db..17eb6f9 100644 --- a/Assets/Scripts/Weapons/Weapon.cs +++ b/Assets/Scripts/Weapons/Weapon.cs @@ -19,9 +19,10 @@ public class Weapon : MonoBehaviour [SerializeField] int totalAmmunition = 0; [SerializeField] GameObject bulletExit; [SerializeField] bool allowAction = true; + [SerializeField] Animator weaponAnimator; public bool Active { get => active; set => active = value; } - public weaponKinds WeaponKind { get => weaponKind; set => weaponKind = value; } + public weaponKinds WeaponKind { get => weaponKind; } public int Damage { get => damage; set => damage = value; } public float Firerate { get => firerate; set => firerate = value; } public int RoundsPerShot { get => roundsPerShot; set => roundsPerShot = value; } @@ -29,8 +30,9 @@ public class Weapon : MonoBehaviour public int CurrentAmmunition { get => currentAmmunition; set => currentAmmunition = value; } public int MagazinSize { get => magazinSize; set => magazinSize = value; } public int TotalAmmunition { get => totalAmmunition; set => totalAmmunition = value; } - public GameObject BulletExit { get => bulletExit; set => bulletExit = value; } + public GameObject BulletExit { get => bulletExit; } public bool AllowAction { get => allowAction; set => allowAction = value; } + public Animator WeaponAnimator { get => weaponAnimator; } private void Start() { diff --git a/Assets/Scripts/Weapons/WeaponManager.cs b/Assets/Scripts/Weapons/WeaponManager.cs index 82c42ff..99cd0b9 100644 --- a/Assets/Scripts/Weapons/WeaponManager.cs +++ b/Assets/Scripts/Weapons/WeaponManager.cs @@ -10,17 +10,15 @@ public class WeaponManager : NetworkBehaviour private int lastWeaponIndex = 0; private int counter = 0; public List activeWeapons = new List(); - - + private ProcedualAnimationController procedualAnimationController; + [SerializeField] GameObject gunHolster; [SerializeField] Camera cam; private void Awake() { - for(int i = 0; i<4; i++) - { - activeWeapons.Add(null); - } + + procedualAnimationController = GetComponent(); } void Update() { @@ -31,6 +29,7 @@ public class WeaponManager : NetworkBehaviour if (nextActive != -1) { // -1 no next found currentWeaponIndex = nextActive; activeWeapons[currentWeaponIndex].SetActive(true); + procedualAnimationController.OnSwitchWeapon(activeWeapons[currentWeaponIndex].gameObject); // play weapon switch animation } } @@ -40,71 +39,69 @@ public class WeaponManager : NetworkBehaviour if (nextActive != -1) { // -1 no next found currentWeaponIndex = nextActive; activeWeapons[currentWeaponIndex].SetActive(true); + procedualAnimationController.OnSwitchWeapon(activeWeapons[currentWeaponIndex].gameObject); // play weapon switch animation } } - if (Input.GetButtonDown("Interact")) // e NACH DEM AUFHEBEN MUSS NÄCSHTE AKTIVE GESUCHT WEREDN + if (Input.GetButtonDown("Interact")) // e { - CmdPickupWeapon(); + PickupWeapon(); - }else if (Input.GetButtonDown("Drop")) // q Droping weapon ERSTE WAFFE DIE MAN DROPT WIRD DEAKTIVIERT + }else if (Input.GetButtonDown("Drop")) // q Droping weapon { if(activeWeapons[currentWeaponIndex] != null) { - activeWeapons[currentWeaponIndex].SetActive(true); - GameObject curWeapon = activeWeapons[currentWeaponIndex]; - Rigidbody rigid = curWeapon.GetComponent(); - - curWeapon.transform.position = cam.transform.position; - rigid.useGravity = true; - rigid.isKinematic = false; - rigid.velocity = cam.transform.forward * 10 + cam.transform.up * 2; - curWeapon.GetComponent().enabled = true; - curWeapon.gameObject.transform.SetParent(null); - activeWeapons[currentWeaponIndex] = null; - + dropWeapon(); // Throws weapon away int nextActive = SearchForNext(activeWeapons, currentWeaponIndex, 1); if (nextActive != -1) { // -1 no next found currentWeaponIndex = nextActive; activeWeapons[currentWeaponIndex].SetActive(true); + procedualAnimationController.OnSwitchWeapon(activeWeapons[currentWeaponIndex].gameObject); // play weapon switch animation } } - } - } - } private int SearchForNext(List l, int lastActive = 0, int direction = 1) { int size = l.Count; bool condition = true; - if (lastActive <= -1) { lastActive = size; } - if(lastActive >= l.Count) { lastActive = 0; } - for (int i = lastActive+direction; condition; i+=direction) { - if (i >= l.Count) { i = 0; size = lastActive; } - else if(i < 0) { i = size-1; size = -1; } - if (l[i] != null) { - if(l[lastActive] != null) { l[lastActive].SetActive(false); } - return i; - } - if (direction == 1) { - if (i <= size-1) { condition = true; } - else { condition = false; } - }else if(direction == -1) { - if (i >= size-1) { condition = true; } - else { condition = false; } + int counter = 0; + foreach (GameObject obj in l) { if(obj == null) { counter++; } } + if(counter < 4) { + if (lastActive <= -1) { lastActive = size; } + if (lastActive >= l.Count) { lastActive = 0; } + for (int i = lastActive + direction; condition; i += direction) { + if (i >= l.Count) { i = 0; size = lastActive; } + else if (i < 0) { i = size - 1; size = -1; } + if (l[i] != null) { + if (l[lastActive] != null) { l[lastActive].SetActive(false); } + return i; + } + if (direction == 1) { + if (i <= size - 1) { condition = true; } + else { condition = false; } + } else if (direction == -1) { + if (i >= size - 1) { condition = true; } + else { condition = false; } + } } } return -1; } - [Command] - private void CmdPickupWeapon() { + public GameObject getCurrentWeapon() + { + return activeWeapons[currentWeaponIndex].gameObject; + } + + private void PickupWeapon() { if (Physics.Raycast(cam.transform.position, cam.transform.forward, out RaycastHit hit)) { + + Debug.Log(hit.transform.name); 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 @@ -114,18 +111,50 @@ public class WeaponManager : NetworkBehaviour hit.rigidbody.isKinematic = true; hit.rigidbody.useGravity = false; hit.transform.GetComponent().enabled = false; // Disable Boxcollider - hit.transform.position = cam.transform.position; - switch (hit.transform.GetComponent().WeaponKind.ToString()) // Adding weapon to inventory slot - - { - case "Rifle": activeWeapons[0] = hit.transform.gameObject; break; - case "Pistole": activeWeapons[1] = hit.transform.gameObject; break; - case "Knife": activeWeapons[2] = hit.transform.gameObject; break; - case "Grenade": activeWeapons[3] = hit.transform.gameObject; break; + //hit.transform.position = cam.transform.position; + switch (hit.transform.GetComponent().WeaponKind.ToString()) { // Adding weapon to inventory slot + case "Rifle": putWeaponInArray(0, hit); break; + case "Pistole": putWeaponInArray(1, hit); break; + case "Knife": putWeaponInArray(2, hit); break; + case "Grenade": putWeaponInArray(3, hit); break; default: break; } } } } + private bool putWeaponInArray(int index, RaycastHit hit) { + if (activeWeapons[currentWeaponIndex] != null) { + dropWeapon(); // Throws weapon away + } + activeWeapons[index] = hit.transform.gameObject; + activeWeapons[index].SetActive(true); + currentWeaponIndex = index; + procedualAnimationController.OnSwitchWeapon(activeWeapons[currentWeaponIndex].gameObject); + return true; + } + + private bool dropWeapon() + { + if(currentWeaponIndex != 2) + { + GameObject currentWeapon = activeWeapons[currentWeaponIndex]; + currentWeapon.SetActive(true); + Rigidbody rigid = currentWeapon.GetComponent(); + rigid.useGravity = true; + rigid.isKinematic = false; + rigid.velocity = cam.transform.forward * 10 + cam.transform.up * 2; + currentWeapon.GetComponent().enabled = true; + currentWeapon.gameObject.transform.SetParent(null); + activeWeapons[currentWeaponIndex] = null; + + return true; + } + else + { + return false; + } + + } + }