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https://github.com/DerTyp7/defrain-shooter-unity.git
synced 2026-07-31 07:29:02 +02:00
Started Keybinds (1,2,3,4)
added: "Weapon1","Weapon2","Weapon3","Weapon4" to InputManager and started implementing Keybinds for weapons
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@@ -9,6 +9,7 @@ public class DebugCanvas : MonoBehaviour
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{
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public TextMeshProUGUI DebugTextGrounded;
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public TextMeshProUGUI DebugTextClientServer;
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public TextMeshProUGUI DebugAmmunition;
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public GameObject Player;
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public GameObject GameManager;
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public TextMeshProUGUI fpsText;
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@@ -36,6 +37,8 @@ public class DebugCanvas : MonoBehaviour
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else
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{
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DebugTextGrounded.text = "isGrounded: " + Player.GetComponent<PlayerController>().isGrounded.ToString();
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Shoot shoot = Player.GetComponent<Shoot>();
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DebugAmmunition.text = shoot.CurAmmo + " / " + shoot.TotalAmmo;
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deltaTime += (Time.deltaTime - deltaTime) * 0.1f;
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float fps = 1.0f / deltaTime;
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fpsText.text = Mathf.Ceil(fps).ToString() + "FPS";
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@@ -8,6 +8,7 @@ public class Weapon : MonoBehaviour
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{
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Rifle, Pistole, Knife, Grenade
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}
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[SerializeField] string WeaponName;
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[SerializeField] weaponKinds weaponKind;
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[SerializeField] bool active = false;
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[SerializeField] int damage = 0;
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@@ -38,9 +39,10 @@ public class Weapon : MonoBehaviour
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public Transform GunLeftREF { get => gunLeftREF; }
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public Transform GunRightREF { get => gunRightREF; }
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private void Start()
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private void Awake()
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{
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CurrentAmmunition = MagazinSize;
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WeaponName = transform.name;
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}
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}
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@@ -25,12 +25,19 @@ public class WeaponManager : NetworkBehaviour
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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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if (Input.GetButtonDown("Weapon1")) {
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currentWeaponIndex = 0;
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}else if (Input.GetButtonDown("Weapon2")) {
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currentWeaponIndex = 1;
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}else if (Input.GetButtonDown("Weapon3")) {
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currentWeaponIndex = 2;
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}else if (Input.GetButtonDown("Weapon4")) {
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currentWeaponIndex = 4;
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}else if (Input.GetAxis("Mouse ScrollWheel") > 0f) { // Scroll up
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lastWeaponIndex = currentWeaponIndex;
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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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}else if (Input.GetAxis("Mouse ScrollWheel") < 0f) { // Scroll down
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lastWeaponIndex = currentWeaponIndex;
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activeWeapons[currentWeaponIndex].SetActive(false);
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switchWeapon(1);
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