mirror of
https://github.com/DerTyp7/defrain-shooter-unity.git
synced 2025-10-29 20:52:10 +01:00
Weapon
idk
This commit is contained in:
@@ -8,6 +8,7 @@ using Mirror;
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public class DebugCanvas : MonoBehaviour
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{
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public TextMeshProUGUI DebugTextGrounded;
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public TextMeshProUGUI DebugTextAmmunition;
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public TextMeshProUGUI DebugTextClientServer;
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public GameObject Player;
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public GameObject GameManager;
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@@ -17,6 +18,7 @@ public class DebugCanvas : MonoBehaviour
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private void Start()
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{
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GameManager = GameObject.Find("GameManager");
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}
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private void Update()
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{
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@@ -36,10 +38,12 @@ public class DebugCanvas : MonoBehaviour
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{
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DebugTextGrounded.text = "isGrounded: " + Player.GetComponent<PlayerController>().isGrounded.ToString();
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DebugTextAmmunition.text = Player.GetComponent<Shoot>().CurAmmo.ToString() + " / " + Player.GetComponent<Shoot>().TotalAmmo.ToString();
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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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}
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}
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}
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@@ -7,6 +7,7 @@ public class PlayerMouseLook : NetworkBehaviour
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{
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[Header("Mouse Look")]
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[SerializeField] private Transform playerCamera = null;
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[SerializeField] private Transform weaponCamera = null;
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[SerializeField] private Transform playerNeck = null;
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[SerializeField] private float mouseSensitivity = 4.0f;
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@@ -35,7 +36,7 @@ public class PlayerMouseLook : NetworkBehaviour
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{
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controller = GetComponent<CharacterController>();
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playerCamera.gameObject.SetActive(true);
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playerCamera.gameObject.GetComponent<Camera>().enabled = true;
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neckLength = Vector3.Distance(playerNeck.position,playerCamera.position);
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if (lockCursor)
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@@ -2,108 +2,141 @@ using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using Mirror;
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using TMPro;
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public class Shoot : NetworkBehaviour
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{
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[SerializeField] GameObject muzzle;
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[SerializeField] ShootAnimation shootAnim;
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[SerializeField] GameObject weaponHolder;
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[SerializeField] GameObject GunRotation;
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[SerializeField] Camera mCamera;
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[SerializeField] bool limitAmmunition = true;
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Ammunition ammunition;
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private Weapon weapon;
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private RaycastHit crosshairHitPoint;
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private Camera mCamera;
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private Vector3 _pointDirection;
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private Quaternion _lookRotation;
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private Vector3 hitpos;
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private RaycastHit hit;
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private Ray ray;
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private void Start()
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{
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if (isLocalPlayer)
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{
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mCamera = Camera.main;
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private bool updateCanvas = true;
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private int curAmmo = 1, totalAmmo = 1;
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public int CurAmmo { get => curAmmo; set => curAmmo = value; }
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public int TotalAmmo { get => totalAmmo; set => totalAmmo = value; }
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private void Start() {
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if (isLocalPlayer) {
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weapon = weaponHolder.GetComponent<Weapon>();
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shootAnim.OnSwitchWeapon(weapon.Firerate);
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curAmmo = weapon.CurrentAmmunition;
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totalAmmo = weapon.TotalAmmunition;
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}
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}
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private void Update()
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{
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Debug.Log("Test");
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if (isLocalPlayer)
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{
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if (Input.GetButtonDown("Fire"))
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{
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private void Update() {
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if (isLocalPlayer) {
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if (updateCanvas) {
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curAmmo = weapon.CurrentAmmunition;
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totalAmmo = weapon.TotalAmmunition;
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updateCanvas = false;
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}
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if (Input.GetButtonDown("Fire")) {
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updateCanvas = true;
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CmdFireBullet();
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}
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if (Input.GetButtonDown("Reload"))
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{
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if (Input.GetButtonDown("Reload")) {
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updateCanvas = true;
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CmdReloadWeapon();
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}
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}
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}
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[Command]
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private void CmdReloadWeapon()
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{
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if (GetComponent<Ammunition>() != null && weapon.AllowAction)
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{
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GetComponent<Ammunition>().reloadWeapon(weapon);
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private void CmdReloadWeapon() {
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if (weapon.AllowAction && limitAmmunition) {
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reloadWeapon(weapon);
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}
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}
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[Command]
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// This code will be executed on the Server.
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private void CmdFireBullet()
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{
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ray = new Ray(mCamera.transform.position, mCamera.transform.forward);
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if(Physics.Raycast(ray, out crosshairHitPoint, 5000f)){
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hitpos = crosshairHitPoint.point;
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}
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else
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{
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hitpos = mCamera.transform.position + mCamera.transform.forward * 5000;
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private void CmdFireBullet() {
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ray = new Ray(mCamera.transform.position, mCamera.transform.forward); // Raycast from Camera
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if(Physics.Raycast(ray, out crosshairHitPoint, 5000f)) { // Check if Raycast is beyond 5000
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hitpos = crosshairHitPoint.point; // If hitpoint is under 5000
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} else {
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hitpos = mCamera.transform.position + mCamera.transform.forward * 5000;
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}
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_pointDirection = hitpos - muzzle.transform.position;
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_lookRotation = Quaternion.LookRotation(_pointDirection);
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GunRotation.transform.rotation = Quaternion.RotateTowards(GunRotation.transform.rotation, _lookRotation, 1f);
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GunRotation.transform.rotation = Quaternion.RotateTowards(GunRotation.transform.rotation, _lookRotation, 1f); // Point weapon to raycast hitpoint from camera
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if (weapon.AllowAction)
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{
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if (Physics.Raycast(muzzle.transform.position, muzzle.transform.forward, out hit) && weapon.CurrentAmmunition > 0)
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{
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shootAnimation();
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if (weapon.AllowAction) { // If not reloading etc.
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if (Physics.Raycast(muzzle.transform.position, muzzle.transform.forward, out hit) && weapon.CurrentAmmunition > 0) { // Raycast from Bullet Exit Point to camera raycast
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shootAnimation(); // Start Shoot Animation
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Debug.DrawLine(muzzle.transform.position, hit.point);
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Debug.Log(hit.transform.name);
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if (hit.transform.gameObject.GetComponent<Player>() != null)
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{
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Debug.Log("GETROFFEN------------------");
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hit.transform.gameObject.GetComponent<Player>().RemoveHealth(20);
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bulletHole(GameObject.CreatePrimitive(PrimitiveType.Sphere), hit); // Creates bullethole where raycast hits
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if (hit.transform.gameObject.GetComponent<Player>() != null) { // If hit object is a player
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Debug.Log("-->HIT PLAYER: " + hit.transform.name);
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hit.transform.gameObject.GetComponent<Player>().RemoveHealth(weapon.Damage);
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}
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}
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if (GetComponent<Ammunition>() != null)
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{
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GetComponent<Ammunition>().subtractAmmunition(weapon);
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if (limitAmmunition) {
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subtractAmmunition(weapon); // Subtract Ammunition
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}
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StartCoroutine(fireRate());
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}
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}
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}
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[Client]
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void shootAnimation()
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void bulletHole(GameObject holeObject, RaycastHit hit)
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{
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holeObject.transform.localScale = new Vector3(0.2f, 0.2f, 0.2f);
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holeObject.transform.position = hit.point;
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}
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[Client]
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void shootAnimation() {
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shootAnim.recoil(0.1f);
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}
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IEnumerator fireRate()
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{
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IEnumerator fireRate() {
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weapon.AllowAction = false;
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yield return new WaitForSeconds(60f/weapon.Firerate);
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yield return new WaitForSeconds(60f/weapon.Firerate); // Waits for firerate seconds
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weapon.AllowAction = true;
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}
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private bool subtractAmmunition(Weapon weapon) { // Subtracts Ammunition from weapon
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if (weapon.CurrentAmmunition > 0) {
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weapon.CurrentAmmunition -= 1;
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return true;
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}
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return false;
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}
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private bool reloadWeapon(Weapon weapon) { // Reloads Ammunition from weapon
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if (weapon.AllowAction && weapon.TotalAmmunition > 0) {
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weapon.AllowAction = false;
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int dif = weapon.MagazinSize - weapon.CurrentAmmunition;
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if (weapon.TotalAmmunition >= dif) {
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weapon.CurrentAmmunition += dif;
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weapon.TotalAmmunition -= dif;
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}
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else {
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weapon.CurrentAmmunition += weapon.TotalAmmunition;
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weapon.TotalAmmunition = 0;
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}
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weapon.AllowAction = true;
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Debug.Log("Reloaded");
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return true;
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}
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return false;
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}
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}
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@@ -10,7 +10,7 @@ public class Weapon : MonoBehaviour
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}
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[SerializeField] weaponKinds weaponKind;
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[SerializeField] bool active = false;
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[SerializeField] float damage = 0;
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[SerializeField] int damage = 0;
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[SerializeField] float firerate = 0;
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[SerializeField] int roundsPerShot = 1;
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[SerializeField] float recoilStrength = 0;
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@@ -22,7 +22,7 @@ public class Weapon : MonoBehaviour
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public bool Active { get => active; set => active = value; }
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public weaponKinds WeaponKind { get => weaponKind; set => weaponKind = value; }
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public float Damage { get => damage; set => damage = value; }
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public int Damage { get => damage; set => damage = value; }
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public float Firerate { get => firerate; set => firerate = value; }
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public int RoundsPerShot { get => roundsPerShot; set => roundsPerShot = value; }
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public float RecoilStrength { get => recoilStrength; set => recoilStrength = value; }
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@@ -1,57 +1,64 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using Mirror;
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public class WeaponManager : MonoBehaviour
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public class WeaponManager : NetworkBehaviour
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{
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public int currentWeaponIndex = 0;
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public List<GameObject> allWeapons = new List<GameObject>();
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public GameObject[] activeWeapons;
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[SerializeField] GameObject cam;
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[SerializeField] Camera cam;
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private void Awake()
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{
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activeWeapons = new GameObject[4];
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}
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void Update() {
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if(Input.GetAxis("Mouse ScrollWheel") > 0f){ // Scroll up
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if (currentWeaponIndex <= 0)
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{ currentWeaponIndex = activeWeapons.Length; }
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else { currentWeaponIndex--; }
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}
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if (Input.GetAxis("Mouse ScrollWheel") < 0f){ // Scroll down
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if (currentWeaponIndex >= activeWeapons.Length)
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{ currentWeaponIndex = 0; }
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else { currentWeaponIndex++; }
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}
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if (Input.GetButton("Interact")) // e
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{
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if (Physics.Raycast(cam.transform.position, cam.transform.forward, out RaycastHit hit))
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{
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Debug.DrawLine(cam.transform.position, hit.point);
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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
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{
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switch (hit.transform.GetComponent<Weapon>().WeaponKind.ToString()) // Adding weapon to inventory slot
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{
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case "Rifle": activeWeapons[0] = hit.transform.gameObject; break;
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case "Pistole": activeWeapons[1] = hit.transform.gameObject; break;
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case "Knife": activeWeapons[2] = hit.transform.gameObject; break;
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case "Granade": activeWeapons[3] = hit.transform.gameObject; break;
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default: break;
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}
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}
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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 (currentWeaponIndex <= 0)
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{ currentWeaponIndex = activeWeapons.Length; }
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else { currentWeaponIndex--; }
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}else if (Input.GetAxis("Mouse ScrollWheel") < 0f){ // Scroll down
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if (currentWeaponIndex >= activeWeapons.Length)
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{ currentWeaponIndex = 0; }
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else { currentWeaponIndex++; }
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}
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if (Input.GetButton("Interact")) // e
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{
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CmdPickupWeapon();
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}else if (Input.GetButton("Drop")) // q Droping weapon
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{
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activeWeapons[currentWeaponIndex] = null;
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}
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}
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if (Input.GetButton("Drop")) // q Droping weapon
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{
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activeWeapons[currentWeaponIndex] = null;
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}
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}
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[Command]
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private void CmdPickupWeapon() {
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if (Physics.Raycast(cam.transform.position, cam.transform.forward, out RaycastHit hit))
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{
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Debug.DrawLine(cam.transform.position, hit.point);
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if (hit.transform.tag == "Weapon") // If Object is a weapon and the weapon is not in the current active weapons
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{
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switch (hit.transform.GetComponent<Weapon>().WeaponKind.ToString()) // Adding weapon to inventory slot
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{
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case "Rifle": activeWeapons[0] = hit.transform.gameObject; break;
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case "Pistole": activeWeapons[1] = hit.transform.gameObject; break;
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case "Knife": activeWeapons[2] = hit.transform.gameObject; break;
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case "Granade": activeWeapons[3] = hit.transform.gameObject; break;
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default: break;
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}
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}
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}
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}
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private bool searchInArray(GameObject[] arr, GameObject searchObj)
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{
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