Weapon Switching

+ started weapon switching
+ added only get active weapon (if you have rifle and pistole and you drop rifle you cant scroll to rifle slot)
This commit is contained in:
Noah4ever
2021-11-16 13:05:27 +01:00
parent a8d7a0d26b
commit eaee767535
2 changed files with 38 additions and 18 deletions

View File

@@ -47,11 +47,12 @@ public class Shoot : NetworkBehaviour
if (Input.GetButtonDown("Fire")) { if (Input.GetButtonDown("Fire")) {
updateCanvas = true; updateCanvas = true;
Debug.Log(" click"); Debug.Log(" click");
CmdFireBullet();
if (weapon.AllowAction) if (weapon.AllowAction)
{ {
shootAnim.Recoil(0.1f); shootAnim.Recoil(0.1f);
} }
CmdFireBullet();
} }
if (Input.GetButtonDown("Reload")) { if (Input.GetButtonDown("Reload")) {
updateCanvas = true; updateCanvas = true;

View File

@@ -8,24 +8,52 @@ public class WeaponManager : NetworkBehaviour
{ {
public int currentWeaponIndex = 0; public int currentWeaponIndex = 0;
public GameObject[] activeWeapons; public GameObject[] activeWeapons;
private int counter = 0;
[SerializeField] Camera cam; [SerializeField] Camera cam;
private void Awake() private void Awake()
{ {
activeWeapons = new GameObject[4]; activeWeapons = new GameObject[4];
for(int i = 0; i<4; i++)
{
activeWeapons[i] = null;
}
} }
void Update() { void Update() {
if (isLocalPlayer) { if (isLocalPlayer) {
counter = 0;
if(Input.GetAxis("Mouse ScrollWheel") > 0f){ // Scroll up if(Input.GetAxis("Mouse ScrollWheel") > 0f){ // Scroll up
if (currentWeaponIndex <= 0) do
{ currentWeaponIndex = activeWeapons.Length; } {
else { currentWeaponIndex--; } if (currentWeaponIndex <= 0)
}else if (Input.GetAxis("Mouse ScrollWheel") < 0f){ // Scroll down {
if (currentWeaponIndex >= activeWeapons.Length) currentWeaponIndex = activeWeapons.Length - 1;
{ currentWeaponIndex = 0; } }
else { currentWeaponIndex++; } else
{
currentWeaponIndex--;
}
counter++;
Debug.Log(activeWeapons[currentWeaponIndex]);
} while (activeWeapons[currentWeaponIndex] == null);
}
else if (Input.GetAxis("Mouse ScrollWheel") < 0f){ // Scroll down
do
{
if (currentWeaponIndex >= activeWeapons.Length - 1)
{
currentWeaponIndex = 0;
}
else
{
currentWeaponIndex++;
}
counter++;
Debug.Log(activeWeapons[currentWeaponIndex]);
} while (activeWeapons[currentWeaponIndex] == null);
} }
if (Input.GetButton("Interact")) // e if (Input.GetButton("Interact")) // e
@@ -45,7 +73,7 @@ public class WeaponManager : NetworkBehaviour
{ {
if (hit.transform.tag == "Weapon") // If Object is a weapon and the weapon is not in the current active weapons if (hit.transform.tag == "Weapon") // If Object is a weapon and the weapon is not in the current active weapons
{ {
Destroy(hit.transform.gameObject);
switch (hit.transform.GetComponent<Weapon>().WeaponKind.ToString()) // Adding weapon to inventory slot switch (hit.transform.GetComponent<Weapon>().WeaponKind.ToString()) // Adding weapon to inventory slot
{ {
case "Rifle": activeWeapons[0] = hit.transform.gameObject; break; case "Rifle": activeWeapons[0] = hit.transform.gameObject; break;
@@ -58,13 +86,4 @@ public class WeaponManager : NetworkBehaviour
} }
} }
private bool isInArray(GameObject[] arr, GameObject searchObj)
{
foreach(GameObject obj in arr)
{
if (obj == searchObj) return true;
}
return false;
}
} }