Files
defrain-shooter-unity/Assets/Scripts/Weapons/Weapon.cs
Noah4ever 1644ff12cc Weapon
2021-11-01 11:31:34 +01:00

85 lines
2.2 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Weapon : MonoBehaviour
{
public enum weaponKinds
{
Rifle, Pistole, Knife, Granade
}
[SerializeField] weaponKinds weaponKind;
[SerializeField] bool active = false;
[SerializeField] float damage = 0;
[SerializeField] float firerate = 0;
[SerializeField] float recoilStrength = 0;
[SerializeField] int currentAmmunition = 0;
[SerializeField] int magazinSize = 0;
[SerializeField] int totalAmmunition = 0;
[SerializeField] ParticleSystem flash;
[SerializeField] GameObject bulletExit;
private bool allowShoot = true;
public bool Active { get => active; set => active = value; }
public weaponKinds WeaponKind { get => weaponKind; set => weaponKind = value; }
private void Start()
{
currentAmmunition = magazinSize;
}
private void FixedUpdate()
{
if (Input.GetButton("Fire") && allowShoot && currentAmmunition > 0)
{
fire();
StartCoroutine(fireRate());
currentAmmunition--;
}
if (Input.GetButton("Reload"))
{
if (allowShoot && totalAmmunition > 0)
{
allowShoot = false;
int dif = magazinSize - currentAmmunition;
if(totalAmmunition >= dif) {
currentAmmunition += dif;
totalAmmunition -= dif;
}
else{
currentAmmunition += totalAmmunition;
totalAmmunition = 0;
}
allowShoot = true;
}
}
if (Input.GetButton("Aim"))
{
}
}
private void fire()
{
allowShoot = false;
flash.Play();
RaycastHit hit;
if(Physics.Raycast(bulletExit.transform.position,bulletExit.transform.forward, out hit))
{
Debug.DrawLine(bulletExit.transform.position, hit.point);
}
}
IEnumerator fireRate()
{
allowShoot = false;
yield return new WaitForSeconds(firerate);
allowShoot = true;
}
}