mirror of
https://github.com/DerTyp7/defrain-shooter-unity.git
synced 2025-10-29 12:52:07 +01:00
131 lines
5.1 KiB
C#
131 lines
5.1 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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public class WeaponManager : NetworkBehaviour
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{
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public int currentWeaponIndex = 0;
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private int lastWeaponIndex = 0;
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private int counter = 0;
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public List<GameObject> activeWeapons = new List<GameObject>();
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[SerializeField] GameObject gunHolster;
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[SerializeField] Camera cam;
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private void Awake()
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{
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for(int i = 0; i<4; i++)
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{
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activeWeapons.Add(null);
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}
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}
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void Update() {
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if (isLocalPlayer) {
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if(Input.GetAxis("Mouse ScrollWheel") > 0f){ // Scroll up
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lastWeaponIndex = currentWeaponIndex;
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int nextActive = SearchForNext(activeWeapons, lastWeaponIndex, -1);
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if (nextActive != -1) { // -1 no next found
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currentWeaponIndex = nextActive;
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activeWeapons[currentWeaponIndex].SetActive(true);
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// play weapon switch animation
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}
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}
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else if (Input.GetAxis("Mouse ScrollWheel") < 0f){ // Scroll down
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lastWeaponIndex = currentWeaponIndex;
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int nextActive = SearchForNext(activeWeapons, lastWeaponIndex, 1);
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if (nextActive != -1) { // -1 no next found
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currentWeaponIndex = nextActive;
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activeWeapons[currentWeaponIndex].SetActive(true);
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// play weapon switch animation
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}
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}
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if (Input.GetButtonDown("Interact")) // e
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{
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CmdPickupWeapon();
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}else if (Input.GetButtonDown("Drop")) // q Droping weapon
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{
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if(activeWeapons[currentWeaponIndex] != null)
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{
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Rigidbody rigid = activeWeapons[currentWeaponIndex].GetComponent<Rigidbody>();
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rigid.useGravity = true;
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rigid.isKinematic = false;
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activeWeapons[currentWeaponIndex].transform.position = cam.transform.position;
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activeWeapons[currentWeaponIndex].GetComponent<BoxCollider>().enabled = true;
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rigid.velocity = cam.transform.forward * 10 + cam.transform.up * 2;
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activeWeapons[currentWeaponIndex].gameObject.transform.SetParent(null);
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activeWeapons[currentWeaponIndex] = null;
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int nextActive = SearchForNext(activeWeapons, currentWeaponIndex, 1);
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if(nextActive != -1) // -1 no next found
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{
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lastWeaponIndex = currentWeaponIndex;
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currentWeaponIndex = nextActive;
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activeWeapons[currentWeaponIndex].SetActive(true);
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}
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}
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}
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}
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}
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private int SearchForNext(List<GameObject> l, int lastActive = 0, int direction = 1) {
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int size = l.Count;
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bool condition = true;
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if (lastActive <= -1) { lastActive = size; }
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if(lastActive >= l.Count) { lastActive = 0; }
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for (int i = lastActive+direction; condition; i+= direction) {
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if (i >= l.Count) { i = 0; size = lastActive; }
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else if(i < 0) { i = size-1; size = -1; }
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if (l[i] != null) {
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if(l[lastActive] != null) { l[lastActive].SetActive(false); }
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return i;
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}
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if (direction == 1) {
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if (i <= size-1) { condition = true; }
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else { condition = false; }
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}else if(direction == -1) {
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if (i >= size-1) { condition = true; }
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else { condition = false; }
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}
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}
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return -1;
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}
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[Command]
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private void CmdPickupWeapon() {
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if (Physics.Raycast(cam.transform.position, cam.transform.forward, out RaycastHit hit))
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{
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if (hit.transform.tag == "Weapon") // If Object is a weapon and the weapon is not in the current active weapons
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{
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foreach (GameObject obj in activeWeapons) { // Disable all weapons
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if (obj != null) { obj.SetActive(false); }
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}
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hit.transform.parent = gunHolster.transform; // Parent weapon to gunHolster
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hit.rigidbody.isKinematic = true;
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hit.rigidbody.useGravity = false;
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hit.transform.GetComponent<BoxCollider>().enabled = false; // Disable Boxcollider
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hit.transform.position = cam.transform.position;
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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 "Grenade": 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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}
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