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			64 lines
		
	
	
		
			2.3 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
			
		
		
	
	
			64 lines
		
	
	
		
			2.3 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class WeaponManager : MonoBehaviour
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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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    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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            }
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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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    private bool searchInArray(GameObject[] arr, GameObject searchObj)
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    {
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        foreach(GameObject obj in arr)
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        {
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            if (obj == searchObj) return true;
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        }
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        return false;
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    }
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}
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