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Weapon Switch/Standard Hand
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This commit is contained in:
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totalAmmo = weapon.TotalAmmunition;
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{
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@@ -31,6 +29,7 @@ public class WeaponManager : NetworkBehaviour
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if (nextActive != -1) { // -1 no next found
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// play weapon switch animation
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}
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}
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if (Input.GetButtonDown("Interact")) // e NACH DEM AUFHEBEN MUSS N<>CSHTE AKTIVE GESUCHT WEREDN
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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.GetButtonDown("Drop")) // q Droping weapon ERSTE WAFFE DIE MAN DROPT WIRD DEAKTIVIERT
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}else if (Input.GetButtonDown("Drop")) // q Droping weapon
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|
||||
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) {
|
||||
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; }
|
||||
else if (i < 0) { i = size - 1; size = -1; }
|
||||
if (l[i] != null) {
|
||||
if(l[lastActive] != null) { l[lastActive].SetActive(false); }
|
||||
if (l[lastActive] != null) { l[lastActive].SetActive(false); }
|
||||
return i;
|
||||
}
|
||||
if (direction == 1) {
|
||||
if (i <= size-1) { condition = true; }
|
||||
if (i <= size - 1) { condition = true; }
|
||||
else { condition = false; }
|
||||
}else if(direction == -1) {
|
||||
if (i >= size-1) { condition = true; }
|
||||
} 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<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;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user