Weapon Switching/Pickup/Throwing

+ weapon switching works
+ weapon pickup works
+ weapon throwing works

ntba weapon in correct position
ntba weapon switch/pickup/throw animation
This commit is contained in:
Noah4ever
2021-11-21 18:00:23 +01:00
parent a40aec3874
commit c4eac172fe
4 changed files with 59 additions and 50 deletions

View File

@@ -1455,7 +1455,7 @@ PrefabInstance:
objectReference: {fileID: 0} objectReference: {fileID: 0}
- target: {fileID: 1880099159927430553, guid: 6f5ccb6e55f1676429c170257dc7a411, type: 3} - target: {fileID: 1880099159927430553, guid: 6f5ccb6e55f1676429c170257dc7a411, type: 3}
propertyPath: m_IsActive propertyPath: m_IsActive
value: 1 value: 0
objectReference: {fileID: 0} objectReference: {fileID: 0}
- target: {fileID: 5139256649524637864, guid: 6f5ccb6e55f1676429c170257dc7a411, type: 3} - target: {fileID: 5139256649524637864, guid: 6f5ccb6e55f1676429c170257dc7a411, type: 3}
propertyPath: m_LocalPosition.x propertyPath: m_LocalPosition.x

View File

@@ -110,12 +110,12 @@ public class ProcedualAnimationController : NetworkBehaviour
{ {
if (isLocalPlayer) if (isLocalPlayer)
{ {
//Play the animation //Play the animation
gunAnimator.Play("Shoot"); gunAnimator.Play("Shoot");
//Add force for the recoil //Add force for the recoil
//currentCameraRecoilX -= weightedPerlinNoise(cameraRecoilX, 1f, Time.time, 1); //currentCameraRecoilX -= weightedPerlinNoise(cameraRecoilX, 1f, Time.time, 1);
//playerMouseLook = Mathf.SmoothDamp(playerMouseLook.fullPitch, playerMouseLook.fullPitch - weightedPerlinNoise(cameraRecoilX, 1f, Time.time, 1),ref f,0.01f); //playerMouseLook = Mathf.SmoothDamp(playerMouseLook.fullPitch, playerMouseLook.fullPitch - weightedPerlinNoise(cameraRecoilX, 1f, Time.time, 1),ref f,0.01f);
CmdRecoil(); CmdRecoil();
} }
} }
[Command] [Command]

View File

@@ -44,9 +44,12 @@ public class Shoot : NetworkBehaviour
totalAmmo = weapon.TotalAmmunition; totalAmmo = weapon.TotalAmmunition;
updateCanvas = false; updateCanvas = false;
} }
if (Input.GetButtonDown("Fire")) { // BOX COLLIDER AUS if (Input.GetButtonDown("Fire")) {
updateCanvas = true; updateCanvas = true;
Debug.Log(" click"); if(weapon.GetComponent<BoxCollider>().enabled == true) // NACH ANDERE L<>SUNG SUCHEN
{
weapon.GetComponent<BoxCollider>().enabled = false;
}
if (weapon.AllowAction && weapon.CurrentAmmunition > 0) if (weapon.AllowAction && weapon.CurrentAmmunition > 0)
{ {
shootAnim.Recoil(0.1f); shootAnim.Recoil(0.1f);
@@ -97,7 +100,7 @@ public class Shoot : NetworkBehaviour
} }
} }
void bulletHole(GameObject holeObject, RaycastHit hit) void bulletHole(GameObject holeObject, RaycastHit hit) // Nur zum testen da
{ {
holeObject.transform.localScale = new Vector3(0.2f, 0.2f, 0.2f); holeObject.transform.localScale = new Vector3(0.2f, 0.2f, 0.2f);
holeObject.transform.position = hit.point; holeObject.transform.position = hit.point;

View File

@@ -27,48 +27,20 @@ public class WeaponManager : NetworkBehaviour
if (isLocalPlayer) { if (isLocalPlayer) {
if(Input.GetAxis("Mouse ScrollWheel") > 0f){ // Scroll up if(Input.GetAxis("Mouse ScrollWheel") > 0f){ // Scroll up
lastWeaponIndex = currentWeaponIndex; lastWeaponIndex = currentWeaponIndex;
counter = 0; int nextActive = SearchForNext(activeWeapons, lastWeaponIndex, -1);
do { if (nextActive != -1) { // -1 no next found
if (currentWeaponIndex <= 0) { currentWeaponIndex = nextActive;
currentWeaponIndex = activeWeapons.Count - 1;
} else {
currentWeaponIndex--;
}
counter++;
if (counter > 10) { break; }
} while (activeWeapons[currentWeaponIndex] == null);
if (lastWeaponIndex != currentWeaponIndex && activeWeapons[currentWeaponIndex] != null)
{
// play switch animation or move weapon (hands) down
foreach (GameObject obj in activeWeapons)
{ // Disable all weapons
if (obj != null) { obj.SetActive(false); }
}
Debug.Log("Set Active (" + currentWeaponIndex + "): " + activeWeapons[currentWeaponIndex].name);
activeWeapons[currentWeaponIndex].SetActive(true); activeWeapons[currentWeaponIndex].SetActive(true);
// play weapon switch animation
} }
} }
else if (Input.GetAxis("Mouse ScrollWheel") < 0f){ // Scroll down else if (Input.GetAxis("Mouse ScrollWheel") < 0f){ // Scroll down
lastWeaponIndex = currentWeaponIndex; lastWeaponIndex = currentWeaponIndex;
counter = 0; int nextActive = SearchForNext(activeWeapons, lastWeaponIndex, 1);
do { if (nextActive != -1) { // -1 no next found
if (currentWeaponIndex >= activeWeapons.Count - 1) { currentWeaponIndex = nextActive;
currentWeaponIndex = 0;
} else {
currentWeaponIndex++;
}
counter++;
if(counter > 10) { break; }
} while (activeWeapons[currentWeaponIndex] == null);
if (lastWeaponIndex != currentWeaponIndex && activeWeapons[currentWeaponIndex] != null)
{
// play switch animation or move weapon (hands) down
foreach (GameObject obj in activeWeapons)
{ // Disable all weapons
if (obj != null) { obj.SetActive(false); }
}
Debug.Log("Set Active (" + currentWeaponIndex + "): " + activeWeapons[currentWeaponIndex].name);
activeWeapons[currentWeaponIndex].SetActive(true); activeWeapons[currentWeaponIndex].SetActive(true);
// play weapon switch animation
} }
} }
@@ -78,22 +50,56 @@ public class WeaponManager : NetworkBehaviour
}else if (Input.GetButtonDown("Drop")) // q Droping weapon }else if (Input.GetButtonDown("Drop")) // q Droping weapon
{ {
// WENN GEDROPT WIRD MUSS DIE N<>CHSTE AKTIVE GSUCHT WERDEn
if(activeWeapons[currentWeaponIndex] != null) if(activeWeapons[currentWeaponIndex] != null)
{ {
activeWeapons[currentWeaponIndex].GetComponent<Rigidbody>().useGravity = true; Rigidbody rigid = activeWeapons[currentWeaponIndex].GetComponent<Rigidbody>();
activeWeapons[currentWeaponIndex].GetComponent<Rigidbody>().isKinematic = false; rigid.useGravity = true;
rigid.isKinematic = false;
activeWeapons[currentWeaponIndex].transform.position = cam.transform.position; activeWeapons[currentWeaponIndex].transform.position = cam.transform.position;
activeWeapons[currentWeaponIndex].GetComponent<BoxCollider>().enabled = true; activeWeapons[currentWeaponIndex].GetComponent<BoxCollider>().enabled = true;
activeWeapons[currentWeaponIndex].GetComponent<Rigidbody>().velocity = cam.transform.forward * 10 + cam.transform.up * 2; rigid.velocity = cam.transform.forward * 10 + cam.transform.up * 2;
activeWeapons[currentWeaponIndex].gameObject.transform.SetParent(null); activeWeapons[currentWeaponIndex].gameObject.transform.SetParent(null);
activeWeapons[currentWeaponIndex] = null; activeWeapons[currentWeaponIndex] = null;
int nextActive = SearchForNext(activeWeapons, currentWeaponIndex, 1);
if(nextActive != -1) // -1 no next found
{
lastWeaponIndex = currentWeaponIndex;
currentWeaponIndex = nextActive;
activeWeapons[currentWeaponIndex].SetActive(true);
}
} }
} }
} }
} }
private int SearchForNext(List<GameObject> l, int lastActive = 0, int direction = 1) {
int size = l.Count-1;
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-1) { i = 0; size = lastActive+1; }
else if(i < 0) { i = size; 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] [Command]
private void CmdPickupWeapon() { private void CmdPickupWeapon() {
if (Physics.Raycast(cam.transform.position, cam.transform.forward, out RaycastHit hit)) if (Physics.Raycast(cam.transform.position, cam.transform.forward, out RaycastHit hit))