idk
This commit is contained in:
Noah4ever
2021-11-12 08:23:51 +01:00
parent 6e13025624
commit dd4da20ec3
10 changed files with 1725 additions and 463 deletions

View File

@@ -8,6 +8,7 @@ using Mirror;
public class DebugCanvas : MonoBehaviour
{
public TextMeshProUGUI DebugTextGrounded;
public TextMeshProUGUI DebugTextAmmunition;
public TextMeshProUGUI DebugTextClientServer;
public GameObject Player;
public GameObject GameManager;
@@ -17,6 +18,7 @@ public class DebugCanvas : MonoBehaviour
private void Start()
{
GameManager = GameObject.Find("GameManager");
}
private void Update()
{
@@ -36,10 +38,12 @@ public class DebugCanvas : MonoBehaviour
{
DebugTextGrounded.text = "isGrounded: " + Player.GetComponent<PlayerController>().isGrounded.ToString();
DebugTextAmmunition.text = Player.GetComponent<Shoot>().CurAmmo.ToString() + " / " + Player.GetComponent<Shoot>().TotalAmmo.ToString();
deltaTime += (Time.deltaTime - deltaTime) * 0.1f;
float fps = 1.0f / deltaTime;
fpsText.text = Mathf.Ceil(fps).ToString() + "FPS";
}
}
}

View File

@@ -7,6 +7,7 @@ public class PlayerMouseLook : NetworkBehaviour
{
[Header("Mouse Look")]
[SerializeField] private Transform playerCamera = null;
[SerializeField] private Transform weaponCamera = null;
[SerializeField] private Transform playerNeck = null;
[SerializeField] private float mouseSensitivity = 4.0f;
@@ -35,7 +36,7 @@ public class PlayerMouseLook : NetworkBehaviour
{
controller = GetComponent<CharacterController>();
playerCamera.gameObject.SetActive(true);
playerCamera.gameObject.GetComponent<Camera>().enabled = true;
neckLength = Vector3.Distance(playerNeck.position,playerCamera.position);
if (lockCursor)

View File

@@ -2,108 +2,141 @@ using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Mirror;
using TMPro;
public class Shoot : NetworkBehaviour
{
[SerializeField] GameObject muzzle;
[SerializeField] ShootAnimation shootAnim;
[SerializeField] GameObject weaponHolder;
[SerializeField] GameObject GunRotation;
[SerializeField] Camera mCamera;
[SerializeField] bool limitAmmunition = true;
Ammunition ammunition;
private Weapon weapon;
private RaycastHit crosshairHitPoint;
private Camera mCamera;
private Vector3 _pointDirection;
private Quaternion _lookRotation;
private Vector3 hitpos;
private RaycastHit hit;
private Ray ray;
private void Start()
{
if (isLocalPlayer)
{
mCamera = Camera.main;
private bool updateCanvas = true;
private int curAmmo = 1, totalAmmo = 1;
public int CurAmmo { get => curAmmo; set => curAmmo = value; }
public int TotalAmmo { get => totalAmmo; set => totalAmmo = value; }
private void Start() {
if (isLocalPlayer) {
weapon = weaponHolder.GetComponent<Weapon>();
shootAnim.OnSwitchWeapon(weapon.Firerate);
curAmmo = weapon.CurrentAmmunition;
totalAmmo = weapon.TotalAmmunition;
}
}
private void Update()
{
Debug.Log("Test");
if (isLocalPlayer)
{
if (Input.GetButtonDown("Fire"))
{
private void Update() {
if (isLocalPlayer) {
if (updateCanvas) {
curAmmo = weapon.CurrentAmmunition;
totalAmmo = weapon.TotalAmmunition;
updateCanvas = false;
}
if (Input.GetButtonDown("Fire")) {
updateCanvas = true;
CmdFireBullet();
}
if (Input.GetButtonDown("Reload"))
{
if (Input.GetButtonDown("Reload")) {
updateCanvas = true;
CmdReloadWeapon();
}
}
}
[Command]
private void CmdReloadWeapon()
{
if (GetComponent<Ammunition>() != null && weapon.AllowAction)
{
GetComponent<Ammunition>().reloadWeapon(weapon);
private void CmdReloadWeapon() {
if (weapon.AllowAction && limitAmmunition) {
reloadWeapon(weapon);
}
}
[Command]
// This code will be executed on the Server.
private void CmdFireBullet()
{
ray = new Ray(mCamera.transform.position, mCamera.transform.forward);
if(Physics.Raycast(ray, out crosshairHitPoint, 5000f)){
hitpos = crosshairHitPoint.point;
}
else
{
hitpos = mCamera.transform.position + mCamera.transform.forward * 5000;
private void CmdFireBullet() {
ray = new Ray(mCamera.transform.position, mCamera.transform.forward); // Raycast from Camera
if(Physics.Raycast(ray, out crosshairHitPoint, 5000f)) { // Check if Raycast is beyond 5000
hitpos = crosshairHitPoint.point; // If hitpoint is under 5000
} else {
hitpos = mCamera.transform.position + mCamera.transform.forward * 5000;
}
_pointDirection = hitpos - muzzle.transform.position;
_lookRotation = Quaternion.LookRotation(_pointDirection);
GunRotation.transform.rotation = Quaternion.RotateTowards(GunRotation.transform.rotation, _lookRotation, 1f);
GunRotation.transform.rotation = Quaternion.RotateTowards(GunRotation.transform.rotation, _lookRotation, 1f); // Point weapon to raycast hitpoint from camera
if (weapon.AllowAction)
{
if (Physics.Raycast(muzzle.transform.position, muzzle.transform.forward, out hit) && weapon.CurrentAmmunition > 0)
{
shootAnimation();
if (weapon.AllowAction) { // If not reloading etc.
if (Physics.Raycast(muzzle.transform.position, muzzle.transform.forward, out hit) && weapon.CurrentAmmunition > 0) { // Raycast from Bullet Exit Point to camera raycast
shootAnimation(); // Start Shoot Animation
Debug.DrawLine(muzzle.transform.position, hit.point);
Debug.Log(hit.transform.name);
if (hit.transform.gameObject.GetComponent<Player>() != null)
{
Debug.Log("GETROFFEN------------------");
hit.transform.gameObject.GetComponent<Player>().RemoveHealth(20);
bulletHole(GameObject.CreatePrimitive(PrimitiveType.Sphere), hit); // Creates bullethole where raycast hits
if (hit.transform.gameObject.GetComponent<Player>() != null) { // If hit object is a player
Debug.Log("-->HIT PLAYER: " + hit.transform.name);
hit.transform.gameObject.GetComponent<Player>().RemoveHealth(weapon.Damage);
}
}
if (GetComponent<Ammunition>() != null)
{
GetComponent<Ammunition>().subtractAmmunition(weapon);
if (limitAmmunition) {
subtractAmmunition(weapon); // Subtract Ammunition
}
StartCoroutine(fireRate());
}
}
}
[Client]
void shootAnimation()
void bulletHole(GameObject holeObject, RaycastHit hit)
{
holeObject.transform.localScale = new Vector3(0.2f, 0.2f, 0.2f);
holeObject.transform.position = hit.point;
}
[Client]
void shootAnimation() {
shootAnim.recoil(0.1f);
}
IEnumerator fireRate()
{
IEnumerator fireRate() {
weapon.AllowAction = false;
yield return new WaitForSeconds(60f/weapon.Firerate);
yield return new WaitForSeconds(60f/weapon.Firerate); // Waits for firerate seconds
weapon.AllowAction = true;
}
private bool subtractAmmunition(Weapon weapon) { // Subtracts Ammunition from weapon
if (weapon.CurrentAmmunition > 0) {
weapon.CurrentAmmunition -= 1;
return true;
}
return false;
}
private bool reloadWeapon(Weapon weapon) { // Reloads Ammunition from weapon
if (weapon.AllowAction && weapon.TotalAmmunition > 0) {
weapon.AllowAction = false;
int dif = weapon.MagazinSize - weapon.CurrentAmmunition;
if (weapon.TotalAmmunition >= dif) {
weapon.CurrentAmmunition += dif;
weapon.TotalAmmunition -= dif;
}
else {
weapon.CurrentAmmunition += weapon.TotalAmmunition;
weapon.TotalAmmunition = 0;
}
weapon.AllowAction = true;
Debug.Log("Reloaded");
return true;
}
return false;
}
}

View File

@@ -10,7 +10,7 @@ public class Weapon : MonoBehaviour
}
[SerializeField] weaponKinds weaponKind;
[SerializeField] bool active = false;
[SerializeField] float damage = 0;
[SerializeField] int damage = 0;
[SerializeField] float firerate = 0;
[SerializeField] int roundsPerShot = 1;
[SerializeField] float recoilStrength = 0;
@@ -22,7 +22,7 @@ public class Weapon : MonoBehaviour
public bool Active { get => active; set => active = value; }
public weaponKinds WeaponKind { get => weaponKind; set => weaponKind = value; }
public float Damage { get => damage; set => damage = value; }
public int Damage { get => damage; set => damage = value; }
public float Firerate { get => firerate; set => firerate = value; }
public int RoundsPerShot { get => roundsPerShot; set => roundsPerShot = value; }
public float RecoilStrength { get => recoilStrength; set => recoilStrength = value; }

View File

@@ -1,57 +1,64 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Mirror;
public class WeaponManager : MonoBehaviour
public class WeaponManager : NetworkBehaviour
{
public int currentWeaponIndex = 0;
public List<GameObject> allWeapons = new List<GameObject>();
public GameObject[] activeWeapons;
[SerializeField] GameObject cam;
[SerializeField] Camera cam;
private void Awake()
{
activeWeapons = new GameObject[4];
}
void Update() {
if(Input.GetAxis("Mouse ScrollWheel") > 0f){ // Scroll up
if (currentWeaponIndex <= 0)
{ currentWeaponIndex = activeWeapons.Length; }
else { currentWeaponIndex--; }
}
if (Input.GetAxis("Mouse ScrollWheel") < 0f){ // Scroll down
if (currentWeaponIndex >= activeWeapons.Length)
{ currentWeaponIndex = 0; }
else { currentWeaponIndex++; }
}
if (Input.GetButton("Interact")) // e
{
if (Physics.Raycast(cam.transform.position, cam.transform.forward, out RaycastHit hit))
{
Debug.DrawLine(cam.transform.position, hit.point);
if (allWeapons.Contains(hit.transform.gameObject) && !searchInArray(activeWeapons, hit.transform.gameObject)) // If Object is a weapon and the weapon is not in the current active weapons
{
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 "Granade": activeWeapons[3] = hit.transform.gameObject; break;
default: break;
}
}
void Update() {
if (isLocalPlayer) {
if(Input.GetAxis("Mouse ScrollWheel") > 0f){ // Scroll up
if (currentWeaponIndex <= 0)
{ currentWeaponIndex = activeWeapons.Length; }
else { currentWeaponIndex--; }
}else if (Input.GetAxis("Mouse ScrollWheel") < 0f){ // Scroll down
if (currentWeaponIndex >= activeWeapons.Length)
{ currentWeaponIndex = 0; }
else { currentWeaponIndex++; }
}
if (Input.GetButton("Interact")) // e
{
CmdPickupWeapon();
}else if (Input.GetButton("Drop")) // q Droping weapon
{
activeWeapons[currentWeaponIndex] = null;
}
}
if (Input.GetButton("Drop")) // q Droping weapon
{
activeWeapons[currentWeaponIndex] = null;
}
}
[Command]
private void CmdPickupWeapon() {
if (Physics.Raycast(cam.transform.position, cam.transform.forward, out RaycastHit hit))
{
Debug.DrawLine(cam.transform.position, hit.point);
if (hit.transform.tag == "Weapon") // If Object is a weapon and the weapon is not in the current active weapons
{
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 "Granade": activeWeapons[3] = hit.transform.gameObject; break;
default: break;
}
}
}
}
private bool searchInArray(GameObject[] arr, GameObject searchObj)
{