mirror of
https://github.com/DerTyp7/defrain-shooter-unity.git
synced 2025-10-29 12:52:07 +01:00
@@ -1208,63 +1208,6 @@ MeshCollider:
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value: Network Manager
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--- !u!1 &243809592 stripped
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@@ -62,8 +62,7 @@ public class Shoot : NetworkBehaviour
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// Throw Grenade
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throwGrenade();
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} // If current weapon kind is kinfe
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else {
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Debug.Log("Throw Hands");
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else {
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// Throw hands (punch)
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}
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}
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@@ -3,54 +3,44 @@ using System.Collections.Generic;
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using UnityEngine;
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using Mirror;
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[System.Serializable]
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public struct WeaponStruct
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{
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public GameObject weapon;
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}
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public class WeaponManager : NetworkBehaviour
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{
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public int currentWeaponIndex = 2; // Hand
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private int lastWeaponIndex = 0;
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[SyncVar]
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public SyncList<WeaponStruct> activeWeapons = new SyncList<WeaponStruct>(new WeaponStruct[4]);
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public List<GameObject> activeWeapons = new List<GameObject>();
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private ProcedualAnimationController procedualAnimationController;
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private Weapon weaponData;
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[SerializeField] Shoot shoot;
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[SerializeField] GameObject gunHolster;
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[SerializeField] Camera cam;
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[SerializeField] Camera cam;
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private void Awake() {
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private void Awake()
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{
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procedualAnimationController = GetComponent<ProcedualAnimationController>();
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currentWeaponIndex = 2; // Hand
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GameObject hand = gunHolster.transform.Find("Hand").gameObject;
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WeaponStruct addHand = new WeaponStruct();
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addHand.weapon = hand;
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activeWeapons[currentWeaponIndex] = addHand;
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weaponData = activeWeapons[currentWeaponIndex].weapon.GetComponent<Weapon>(); // Hand
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weaponData = activeWeapons[currentWeaponIndex].GetComponent<Weapon>(); // Hand
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}
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void Update() {
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void Update() {
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if (isLocalPlayer) {
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if (Input.GetAxis("Mouse ScrollWheel") > 0f) { // Scroll up
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lastWeaponIndex = currentWeaponIndex;
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activeWeapons[currentWeaponIndex].weapon.SetActive(false);
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activeWeapons[currentWeaponIndex].SetActive(false);
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switchWeapon(-1);
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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].weapon.SetActive(false);
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activeWeapons[currentWeaponIndex].SetActive(false);
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switchWeapon(1);
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}
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if (Input.GetButtonDown("Interact")) { // e
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PickupWeapon();
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PickupWeapon();
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}else if (Input.GetButtonDown("Drop")) { // q Droping weapon
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if (activeWeapons[currentWeaponIndex].weapon != null) {
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dropWeapon(activeWeapons[currentWeaponIndex].weapon.GetComponent<Weapon>().DropForce, currentWeaponIndex); // Throws weapon away
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if (activeWeapons[currentWeaponIndex] != null) {
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dropWeapon(activeWeapons[currentWeaponIndex].GetComponent<Weapon>().DropForce, currentWeaponIndex); // Throws weapon away
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switchWeapon(1);
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}
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}
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@@ -66,33 +56,21 @@ public class WeaponManager : NetworkBehaviour
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}
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}*/
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}
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public bool switchWeapon(int direction) {
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// Get next active weapon index
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int nextActive = searchForNext(activeWeapons, lastWeaponIndex, direction);
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currentWeaponIndex = nextActive;
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procedualAnimationController.OnSwitchWeapon(activeWeapons[currentWeaponIndex].weapon);
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shoot.setWeapon(activeWeapons[currentWeaponIndex].weapon);
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weaponData = activeWeapons[currentWeaponIndex].weapon.GetComponent<Weapon>();
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procedualAnimationController.OnSwitchWeapon(activeWeapons[currentWeaponIndex]);
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shoot.setWeapon(activeWeapons[currentWeaponIndex]);
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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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// Play weapon switch animation
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switchAnimation(weaponData.WeaponKind.ToString());
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activeWeapons[currentWeaponIndex].weapon.SetActive(true);
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CmdPrintInventory();
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return true;
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}
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[Command]
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private void CmdPrintInventory()
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{
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for (int i = 0; i < 4; i++)
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{
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if(activeWeapons[i].weapon)
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Debug.Log((i + 1) + ". " + activeWeapons[i].weapon);
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}
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Debug.Log("-------------------");
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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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switch (weaponType) {
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@@ -102,7 +80,7 @@ public class WeaponManager : NetworkBehaviour
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case "Grenade": ; procedualAnimationController.changePistole(true); break;
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}
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}
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private int searchForNext(SyncList<WeaponStruct> l, int lastActive = 0, int direction = 1)
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private int searchForNext(List<GameObject> l, int lastActive = 0, int direction = 1)
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{
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int current = lastActive + direction;
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@@ -113,7 +91,7 @@ public class WeaponManager : NetworkBehaviour
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else if (current >= l.Count) current = 0;
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//Check if in the current position is a gun or not
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if (l[current].weapon != null)
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if (l[current] != null)
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{
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return current;
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}
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@@ -126,18 +104,18 @@ public class WeaponManager : NetworkBehaviour
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public GameObject getCurrentWeapon() {
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return activeWeapons[currentWeaponIndex].weapon.gameObject;
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return activeWeapons[currentWeaponIndex].gameObject;
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}
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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 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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if (hit.transform.tag == "Weapon")
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{
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// Disable all weapons
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foreach (WeaponStruct obj in activeWeapons) {
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if (obj.weapon != null) { obj.weapon.SetActive(false); }
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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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// Parent weapon to gunHolster
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hit.transform.parent = gunHolster.transform;
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@@ -158,19 +136,17 @@ public class WeaponManager : NetworkBehaviour
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}
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private bool putWeaponInArray(int index, RaycastHit hit) {
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if (activeWeapons[index].weapon != null) {
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if (activeWeapons[index] != null) {
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// Throws weapon away
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dropWeapon(activeWeapons[index].weapon.GetComponent<Weapon>().DropForce, index);
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dropWeapon(activeWeapons[index].GetComponent<Weapon>().DropForce, index);
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}
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WeaponStruct addWeapon = new WeaponStruct();
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addWeapon.weapon = hit.transform.gameObject;
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activeWeapons[index] = addWeapon;
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activeWeapons[index].weapon.SetActive(true);
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activeWeapons[index] = hit.transform.gameObject;
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activeWeapons[index].SetActive(true);
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// \/ Same as in switchWeapon()
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currentWeaponIndex = index;
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procedualAnimationController.OnSwitchWeapon(activeWeapons[currentWeaponIndex].weapon);
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shoot.setWeapon(activeWeapons[currentWeaponIndex].weapon);
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Weapon weaponData = activeWeapons[currentWeaponIndex].weapon.GetComponent<Weapon>();
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procedualAnimationController.OnSwitchWeapon(activeWeapons[currentWeaponIndex]);
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shoot.setWeapon(activeWeapons[currentWeaponIndex]);
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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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return true;
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@@ -178,7 +154,7 @@ public class WeaponManager : NetworkBehaviour
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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].weapon;
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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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@@ -187,10 +163,7 @@ public class WeaponManager : NetworkBehaviour
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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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WeaponStruct emptyWeapon = new WeaponStruct();
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emptyWeapon.weapon = null;
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activeWeapons[index] = emptyWeapon;
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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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@@ -207,13 +180,4 @@ public class WeaponManager : NetworkBehaviour
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}
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}
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#region hook
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public void updateInventory(List<GameObject> oldList, List<GameObject> newList)
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{
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Debug.Log("UpdateInventory");
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}
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#endregion
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||||
}
|
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|
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@@ -8,13 +8,13 @@ EditorBuildSettings:
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- enabled: 0
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path: Assets/Scenes/TestOfflineScene.unity
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guid: 20dba395f2cd9824288c340124ce9d6f
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- enabled: 0
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- enabled: 1
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path: Assets/Scenes/HomeScene.unity
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guid: 68e95db5b9c629148994409c6c7f814a
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- enabled: 1
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path: Assets/Scenes/TestScene.unity
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guid: 9fc0d4010bbf28b4594072e72b8655ab
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- enabled: 0
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- enabled: 1
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path: Assets/Scenes/Lobby.unity
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guid: 33f487c6a0f179a4cb0f9cd2f080aca8
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@@ -21,10 +21,10 @@ EditorUserSettings:
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Reference in New Issue
Block a user