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	 9512d9dac1
			
		
	
	9512d9dac1
	
	
	
		
			
			Fixed DebugAmmunitionText on DebugCanvas Added hitForce on Weapons. When you hit an object with a rigidbody its going to fly back a little bit
		
			
				
	
	
		
			52 lines
		
	
	
		
			2.0 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
			
		
		
	
	
			52 lines
		
	
	
		
			2.0 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
| using System.Collections;
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| using System.Collections.Generic;
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| using UnityEngine;
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| 
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| public class Weapon : MonoBehaviour
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| {
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|     public enum weaponKinds
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|     {
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|         Rifle, Pistole, Knife, Grenade
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|     }
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|     [Header("Weapon Info")]
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|     [SerializeField] weaponKinds weaponKind;
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|     [SerializeField] float dropForce = 10f;
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|     [SerializeField] float hitForce = 100f;
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|     [SerializeField] int damage = 0;
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|     [SerializeField] float firerate = 0;
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|     [SerializeField] float recoilStrength = 0;
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|     [SerializeField] int currentAmmunition = 0;
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|     [SerializeField] int magazinSize = 0;
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|     [SerializeField] int totalAmmunition = 0;
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|     [SerializeField] GameObject bulletExit;
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|     [SerializeField] bool allowAction = true;
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|     [Header("")]
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|     [SerializeField] Animator weaponAnimator;
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|     [SerializeField] Transform gunRightREF;
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|     [SerializeField] Transform gunLeftREF;
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| 
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|     //[Header("Grenade")]
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|     private bool hasBeenThrown = false;
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| 
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|     public weaponKinds WeaponKind { get => weaponKind; }
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|     public float DropForce { get => dropForce; set => dropForce = 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 float RecoilStrength { get => recoilStrength; set => recoilStrength = value; }
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|     public int CurrentAmmunition { get => currentAmmunition; set => currentAmmunition = value; }
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|     public int MagazinSize { get => magazinSize; set => magazinSize = value; }
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|     public int TotalAmmunition { get => totalAmmunition; set => totalAmmunition = value; }
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|     public GameObject BulletExit { get => bulletExit; }
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|     public bool AllowAction { get => allowAction; set => allowAction = value; }
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|     public Animator WeaponAnimator { get => weaponAnimator; }
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|     public Transform GunLeftREF { get => gunLeftREF; }
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|     public Transform GunRightREF { get => gunRightREF; }
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|     public bool HasBeenThrown { get => hasBeenThrown; set => hasBeenThrown = value; }
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|     public float HitForce { get => hitForce; set => hitForce = value; }
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| 
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|     private void Start() {
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|         CurrentAmmunition = MagazinSize;
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|     }
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| 
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| }
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