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target: {fileID: 5204381087217674634, guid: bd217f9f85ce78e46a925776562625e8, type: 3} propertyPath: damage value: 15 objectReference: {fileID: 0} + - target: {fileID: 5204381087217674634, guid: bd217f9f85ce78e46a925776562625e8, type: 3} + propertyPath: weaponKind + value: 1 + objectReference: {fileID: 0} m_RemovedComponents: [] m_SourcePrefab: {fileID: 100100000, guid: bd217f9f85ce78e46a925776562625e8, type: 3} --- !u!1 &7768205653369755348 stripped diff --git a/Assets/Scripts/Weapons/Weapon.cs b/Assets/Scripts/Weapons/Weapon.cs index b5d2d58..098f8db 100644 --- a/Assets/Scripts/Weapons/Weapon.cs +++ b/Assets/Scripts/Weapons/Weapon.cs @@ -6,7 +6,7 @@ public class Weapon : MonoBehaviour { public enum weaponKinds { - Rifle, Pistole, Knife, Granade + Rifle, Pistole, Knife, Grenade } [SerializeField] weaponKinds weaponKind; [SerializeField] bool active = false; diff --git a/Assets/Scripts/Weapons/WeaponManager.cs b/Assets/Scripts/Weapons/WeaponManager.cs index 259b292..911df42 100644 --- a/Assets/Scripts/Weapons/WeaponManager.cs +++ b/Assets/Scripts/Weapons/WeaponManager.cs @@ -7,7 +7,6 @@ using Mirror; public class WeaponManager : NetworkBehaviour { public int currentWeaponIndex = 0; - public List allWeapons = new List(); public GameObject[] activeWeapons; [SerializeField] Camera cam; @@ -29,7 +28,6 @@ public class WeaponManager : NetworkBehaviour else { currentWeaponIndex++; } } - if (Input.GetButton("Interact")) // e { CmdPickupWeapon(); @@ -43,24 +41,24 @@ public class WeaponManager : NetworkBehaviour [Command] private void CmdPickupWeapon() { - if (Physics.Raycast(cam.transform.position, cam.transform.forward, out RaycastHit hit)) + 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 { + Destroy(hit.transform.gameObject); switch (hit.transform.GetComponent().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; + case "Grenade": activeWeapons[3] = hit.transform.gameObject; break; default: break; } } } } - private bool searchInArray(GameObject[] arr, GameObject searchObj) + private bool isInArray(GameObject[] arr, GameObject searchObj) { foreach(GameObject obj in arr) { diff --git a/UserSettings/Layouts/default-2021.dwlt b/UserSettings/Layouts/default-2021.dwlt index 5e68752..d078604 100644 --- a/UserSettings/Layouts/default-2021.dwlt +++ b/UserSettings/Layouts/default-2021.dwlt @@ -19,7 +19,7 @@ MonoBehaviour: width: 1536 height: 780.8 m_ShowMode: 4 - m_Title: Game + m_Title: Hierarchy m_RootView: {fileID: 2} m_MinSize: {x: 875, y: 300} m_MaxSize: {x: 10000, y: 10000} @@ -119,7 +119,7 @@ MonoBehaviour: m_MinSize: {x: 400, y: 200} m_MaxSize: {x: 32384, y: 16192} vertical: 0 - controlID: 87 + controlID: 47 --- !u!114 &6 MonoBehaviour: m_ObjectHideFlags: 52 @@ -144,7 +144,7 @@ MonoBehaviour: m_MinSize: {x: 300, y: 200} m_MaxSize: {x: 24288, y: 16192} vertical: 1 - 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