Weapon Switch/Standard Hand

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This commit is contained in:
Noah4ever
2021-11-25 11:24:16 +01:00
parent a5fef8f5e0
commit c09ff3ca75
11 changed files with 580 additions and 550 deletions

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View File

@@ -30,8 +30,8 @@ public class ProcedualAnimationController : NetworkBehaviour
[SerializeField] private float currentCameraRecoilX = 0f;
[SerializeField] private float currentCameraRecoilY = 0f;
[Header("GameObjects")]
[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<Animator>();
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<Weapon>().WeaponAnimator;
gunAnimator.SetFloat("ShootSpeed", 1f / (60f / currentWeapon.GetComponent<Weapon>().Firerate));
}
}
}

View File

@@ -27,11 +27,9 @@ public class Shoot : NetworkBehaviour
private void Start() {
if (isServer) {
weapon = weaponHolder.GetComponent<Weapon>();
shootAnim.OnSwitchWeapon(weapon.Firerate);
}
if (isLocalPlayer) {
weapon = weaponHolder.GetComponent<Weapon>();
shootAnim.OnSwitchWeapon(weapon.Firerate);
curAmmo = weapon.CurrentAmmunition;
totalAmmo = weapon.TotalAmmunition;
}

View File

@@ -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()
{

View File

@@ -10,17 +10,15 @@ public class WeaponManager : NetworkBehaviour
private int lastWeaponIndex = 0;
private int counter = 0;
public List<GameObject> activeWeapons = new List<GameObject>();
private ProcedualAnimationController procedualAnimationController;
[SerializeField] GameObject gunHolster;
[SerializeField] Camera cam;
private void Awake()
{
for(int i = 0; i<4; i++)
{
activeWeapons.Add(null);
}
procedualAnimationController = GetComponent<ProcedualAnimationController>();
}
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
}
}
@@ -40,47 +39,38 @@ 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 N<>CSHTE 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<Rigidbody>();
curWeapon.transform.position = cam.transform.position;
rigid.useGravity = true;
rigid.isKinematic = false;
rigid.velocity = cam.transform.forward * 10 + cam.transform.up * 2;
curWeapon.GetComponent<BoxCollider>().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<GameObject> l, int lastActive = 0, int direction = 1) {
int size = l.Count;
bool condition = true;
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) {
@@ -98,13 +88,20 @@ public class WeaponManager : NetworkBehaviour
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<BoxCollider>().enabled = false; // Disable Boxcollider
hit.transform.position = cam.transform.position;
switch (hit.transform.GetComponent<Weapon>().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<Weapon>().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<Rigidbody>();
rigid.useGravity = true;
rigid.isKinematic = false;
rigid.velocity = cam.transform.forward * 10 + cam.transform.up * 2;
currentWeapon.GetComponent<BoxCollider>().enabled = true;
currentWeapon.gameObject.transform.SetParent(null);
activeWeapons[currentWeaponIndex] = null;
return true;
}
else
{
return false;
}
}
}