Started Keybinds (1,2,3,4)

added: "Weapon1","Weapon2","Weapon3","Weapon4"
to InputManager and started implementing Keybinds for weapons
This commit is contained in:
Noah4ever
2021-12-01 19:42:18 +01:00
parent 64cadf0a35
commit c6e75ae3a8
9 changed files with 1073 additions and 1892 deletions

View File

@@ -9,6 +9,7 @@ public class DebugCanvas : MonoBehaviour
{
public TextMeshProUGUI DebugTextGrounded;
public TextMeshProUGUI DebugTextClientServer;
public TextMeshProUGUI DebugAmmunition;
public GameObject Player;
public GameObject GameManager;
public TextMeshProUGUI fpsText;
@@ -36,6 +37,8 @@ public class DebugCanvas : MonoBehaviour
else
{
DebugTextGrounded.text = "isGrounded: " + Player.GetComponent<PlayerController>().isGrounded.ToString();
Shoot shoot = Player.GetComponent<Shoot>();
DebugAmmunition.text = shoot.CurAmmo + " / " + shoot.TotalAmmo;
deltaTime += (Time.deltaTime - deltaTime) * 0.1f;
float fps = 1.0f / deltaTime;
fpsText.text = Mathf.Ceil(fps).ToString() + "FPS";

View File

@@ -8,6 +8,7 @@ public class Weapon : MonoBehaviour
{
Rifle, Pistole, Knife, Grenade
}
[SerializeField] string WeaponName;
[SerializeField] weaponKinds weaponKind;
[SerializeField] bool active = false;
[SerializeField] int damage = 0;
@@ -38,9 +39,10 @@ public class Weapon : MonoBehaviour
public Transform GunLeftREF { get => gunLeftREF; }
public Transform GunRightREF { get => gunRightREF; }
private void Start()
private void Awake()
{
CurrentAmmunition = MagazinSize;
WeaponName = transform.name;
}
}

View File

@@ -25,12 +25,19 @@ public class WeaponManager : NetworkBehaviour
void Update() {
if (isLocalPlayer) {
if (Input.GetAxis("Mouse ScrollWheel") > 0f) { // Scroll up
if (Input.GetButtonDown("Weapon1")) {
currentWeaponIndex = 0;
}else if (Input.GetButtonDown("Weapon2")) {
currentWeaponIndex = 1;
}else if (Input.GetButtonDown("Weapon3")) {
currentWeaponIndex = 2;
}else if (Input.GetButtonDown("Weapon4")) {
currentWeaponIndex = 4;
}else if (Input.GetAxis("Mouse ScrollWheel") > 0f) { // Scroll up
lastWeaponIndex = currentWeaponIndex;
activeWeapons[currentWeaponIndex].SetActive(false);
switchWeapon(-1);
}
else if (Input.GetAxis("Mouse ScrollWheel") < 0f) { // Scroll down
}else if (Input.GetAxis("Mouse ScrollWheel") < 0f) { // Scroll down
lastWeaponIndex = currentWeaponIndex;
activeWeapons[currentWeaponIndex].SetActive(false);
switchWeapon(1);