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	 59ff72d498
			
		
	
	59ff72d498
	
	
	
		
			
			When u switch or pickup weapons u have them now in your hand. - Scrollup doesnt work on the highest weapon index (will be fixed soon) - Shooting with the hand will give an error because there is no animation "shoot" on the hand (PLEASE someone make an animation for the hand!!!!)
		
			
				
	
	
		
			150 lines
		
	
	
		
			5.3 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
			
		
		
	
	
			150 lines
		
	
	
		
			5.3 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
| using System.Collections;
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| using System.Collections.Generic;
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| using UnityEngine;
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| using Mirror;
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| using TMPro;
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| public class Shoot : NetworkBehaviour
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| {
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|     [SerializeField] GameObject muzzle;
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|     [SerializeField] ProcedualAnimationController shootAnim;
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|     [SerializeField] GameObject weaponHolder;
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|     [SerializeField] Camera mCamera;
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|     [SerializeField] bool limitAmmunition = true;
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| 
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|     private Weapon weapon;
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|     private RaycastHit crosshairHitPoint;
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|     private Vector3 _pointDirection;
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|     private Quaternion _lookRotation;
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|     private Vector3 hitpos;
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|     private RaycastHit hit;
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|     private Ray ray;
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|     private bool updateCanvas = true;
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|     private int curAmmo = 1, totalAmmo = 1;
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| 
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|     public int CurAmmo { get => curAmmo; set => curAmmo = value; }
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|     public int TotalAmmo { get => totalAmmo; set => totalAmmo = value; }
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| 
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|     private void Start() {
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|         if (isServer) { 
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|             weapon = weaponHolder.GetComponent<Weapon>();
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|         }
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|         if (isLocalPlayer) {
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|             weapon = weaponHolder.GetComponent<Weapon>();
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|             curAmmo = weapon.CurrentAmmunition;
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|             totalAmmo = weapon.TotalAmmunition;
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|         }
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|     }
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| 
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|     private void Update() {
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|         if (isLocalPlayer) {
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|             if (updateCanvas) {
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|                 curAmmo = weapon.CurrentAmmunition;
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|                 totalAmmo = weapon.TotalAmmunition;
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|                 updateCanvas = false;
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|             }
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|             if (Input.GetButtonDown("Fire")) { 
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|                 updateCanvas = true;
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|                 if(weapon.GetComponent<BoxCollider>().enabled == true) // NACH ANDERE LÖSUNG SUCHEN
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|                 {
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|                     weapon.GetComponent<BoxCollider>().enabled = false;
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|                 }
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|                 if (weapon.AllowAction && weapon.CurrentAmmunition > 0)
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|                 {
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|                     shootAnim.Recoil(0.1f);
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|                 }
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|                 CmdFireBullet();
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|                 
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|             }
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|             if (Input.GetButtonDown("Reload")) {
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|                 updateCanvas = true;
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|                 CmdReloadWeapon();
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|             }
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|             
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|         }
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|     }
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| 
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|     [Command]
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|     private void CmdReloadWeapon() {
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|         if (weapon.AllowAction && limitAmmunition) {
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|             reloadWeapon(weapon);
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|         }
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|     }
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| 
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|    [Command]
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|     // This code will be executed on the Server.
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|     private void CmdFireBullet() {
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|         ray = new Ray(mCamera.transform.position, mCamera.transform.forward); // Raycast from Camera
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|         if (Physics.Raycast(ray, out crosshairHitPoint, 5000f)) { // Check if Raycast is beyond 5000
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|             hitpos = crosshairHitPoint.point; // If hitpoint is under 5000
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|         } else {
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|             hitpos = mCamera.transform.position + mCamera.transform.forward * 5000; 
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|         }
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|         _pointDirection = hitpos - muzzle.transform.position;
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|         _lookRotation = Quaternion.LookRotation(_pointDirection);
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|         shootAnim.rotationMod[1] = Quaternion.RotateTowards(weaponHolder.transform.rotation, _lookRotation, 1f); // Point weapon to raycast hitpoint from camera
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|         
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|         if (weapon.AllowAction) { // If not reloading etc.
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|             if (Physics.Raycast(muzzle.transform.position, muzzle.transform.forward, out hit) && weapon.CurrentAmmunition > 0) { // Raycast from Bullet Exit Point to camera raycast 
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|                 bulletHole(GameObject.CreatePrimitive(PrimitiveType.Sphere), hit); // Creates bullethole where raycast hits
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|                 if (hit.transform.gameObject.GetComponent<Player>() != null) { // If hit object is a player
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|                     Debug.Log("-->HIT PLAYER: " + hit.transform.name);
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|                     hit.transform.gameObject.GetComponent<Player>().RemoveHealth(weapon.Damage); 
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|                 }
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|             }
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|             if (limitAmmunition) {
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|                 subtractAmmunition(weapon); // Subtract Ammunition 
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|             }
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|             StartCoroutine(fireRate());
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|         }
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|     }
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| 
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|     void bulletHole(GameObject holeObject, RaycastHit hit) // Nur zum testen da
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|     {
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|         holeObject.transform.localScale = new Vector3(0.2f, 0.2f, 0.2f);
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|         holeObject.transform.position = hit.point;
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|     }
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| 
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| 
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|     IEnumerator fireRate() {
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|         weapon.AllowAction = false;
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|         yield return new WaitForSeconds(60f/weapon.Firerate); // Waits for firerate seconds
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|         weapon.AllowAction = true;
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|     }
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| 
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|     private bool subtractAmmunition(Weapon weapon) { // Subtracts Ammunition from weapon 
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|         if (weapon.CurrentAmmunition > 0) {
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|             weapon.CurrentAmmunition -= 1;
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|             return true;
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|         }
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|         return false;
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|     }
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| 
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|     public bool setWeapon(GameObject newWeapon) {
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|         weapon = newWeapon.GetComponent<Weapon>();
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|         curAmmo = weapon.CurrentAmmunition;
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|         totalAmmo = weapon.TotalAmmunition;
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|         muzzle = weapon.BulletExit;
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|         return true;
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|     }
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|     private bool reloadWeapon(Weapon weapon) {  // Reloads Ammunition from weapon 
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|         if (weapon.AllowAction && weapon.TotalAmmunition > 0) {
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|             weapon.AllowAction = false;
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|             int dif = weapon.MagazinSize - weapon.CurrentAmmunition;
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|             if (weapon.TotalAmmunition >= dif) {
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|                 weapon.CurrentAmmunition += dif;
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|                 weapon.TotalAmmunition -= dif;
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|             }
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|             else {
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|                 weapon.CurrentAmmunition += weapon.TotalAmmunition;
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|                 weapon.TotalAmmunition = 0;
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|             }
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|             weapon.AllowAction = true;
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|             Debug.Log("Reloaded");
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|             return true;
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|         }
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|         return false;
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|     }
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| 
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| 
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| }
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