Files
defrain-shooter-unity/Assets/Scripts/Weapons/Weapon.cs
Noah4ever 3c7a401487 Weapon
2021-10-19 14:36:53 +02:00

101 lines
3.0 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] ParticleSystem smoke;
[SerializeField] GameObject bulletExit;
[SerializeField] GameObject cam;
[SerializeField] GameObject model;
private bool allowShoot = true, isReloading = false;
public bool Active { get => active; set => active = value; }
public weaponKinds WeaponKind { get => weaponKind; set => weaponKind = value; }
//Animator anim;
private void Start()
{
//anim = GetComponent<Animator>();
currentAmmunition = magazinSize;
if (Physics.Raycast(cam.transform.position, cam.transform.forward, out RaycastHit hit)) // Not Working
{
transform.rotation = Quaternion.Euler(0f, hit.point.y, 0f);
}
}
private void FixedUpdate()
{
if (Input.GetButton("Fire") && allowShoot && currentAmmunition > 0)
{
//anim.Play("USP_Shooting");
StartCoroutine(fireRate());
fire();
currentAmmunition--;
}
if (Input.GetButton("Reload"))
{
if (isReloading == false && totalAmmunition > 0)
{
isReloading = true;
int dif = magazinSize - currentAmmunition;
if(totalAmmunition >= dif) {
currentAmmunition += dif;
totalAmmunition -= dif;
}
else{
currentAmmunition += totalAmmunition;
totalAmmunition = 0;
}
isReloading = false;
}
}
if (Input.GetButton("Aim")) // Not working properly, maybe Animations are not correct to use
{
//anim.Play("USP_Aim");
}
}
private void fire()
{
allowShoot = false;
flash.Play();
//smoke.Play();
RaycastHit hit;
if(Physics.Raycast(bulletExit.transform.position,bulletExit.transform.forward, out hit))
{
Debug.DrawLine(bulletExit.transform.position, hit.point);
/*if(hit.rigidbody != null)
{
hit.rigidbody.AddForce(hit.normal * 80);
}
Instantiate(bulletImpact, hit.point, Quaternion.LookRotation(hit.normal));*/
}
}
IEnumerator fireRate()
{
allowShoot = false;
yield return new WaitForSeconds(firerate);
allowShoot = true;
}
}