Files
defrain-shooter-unity/Assets/Scripts/Weapons/Shoot.cs
Noah4ever 56f5aec9cc Grenades
[+] added
+ grenade.cs script
+ grenades can be thrown
+ grenades "explode" and spawn "explosion" (currently only a 50% transparent cube)

- NEEDS TO BE TESTED => BUG FIXED
2021-12-08 15:31:13 +01:00

168 lines
6.2 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Mirror;
using TMPro;
public class Shoot : NetworkBehaviour
{
[SerializeField] WeaponManager weaponManager; // For throwing grenade
[SerializeField] GameObject muzzle;
[SerializeField] ProcedualAnimationController shootAnim;
[SerializeField] GameObject weaponHolder;
[SerializeField] Camera mCamera;
[SerializeField] bool limitAmmunition = true;
private Weapon weapon;
private RaycastHit crosshairHitPoint;
private Vector3 _pointDirection;
private Quaternion _lookRotation;
private Vector3 hitpos;
private RaycastHit hit;
private Ray ray;
private bool updateCanvas = true;
private int curAmmo = 1, totalAmmo = 1;
public int CurAmmo { get => curAmmo; set => curAmmo = value; }
public int TotalAmmo { get => totalAmmo; set => totalAmmo = value; }
private void Start() {
if (isServer) {
weapon = weaponHolder.GetComponent<Weapon>();
}
if (isLocalPlayer) {
weapon = weaponHolder.GetComponent<Weapon>();
curAmmo = weapon.CurrentAmmunition;
totalAmmo = weapon.TotalAmmunition;
}
}
private void Update() {
if (isLocalPlayer) {
if (updateCanvas) {
curAmmo = weapon.CurrentAmmunition;
totalAmmo = weapon.TotalAmmunition;
updateCanvas = false;
}
if (Input.GetButtonDown("Fire")) {
updateCanvas = true;
if(weapon.GetComponent<BoxCollider>().enabled == true) // NACH ANDERE LÖSUNG SUCHEN
{
weapon.GetComponent<BoxCollider>().enabled = false;
}
// If current weapon kind is a rifle or pistole
string weaponKindString = weapon.WeaponKind.ToString();
if(weaponKindString == "Rifle" || weaponKindString == "Pistole") {
if (weapon.AllowAction && weapon.CurrentAmmunition > 0) {
shootAnim.Recoil(0.1f);
}
// Shoot Weapon
CmdFireBullet();
} // If current weapon kind is grenade
else if(weaponKindString == "Grenade"){
// Throw Grenade
throwGrenade();
} // If current weapon kind is kinfe
else {
// Throw hands (punch)
}
}
if (Input.GetButtonDown("Reload")) {
updateCanvas = true;
CmdReloadWeapon();
}
}
}
private void throwGrenade() {
Debug.Log("ThrowGrenade!");
// Throws grenade with dropForce
weapon.HasBeenThrown = true;
weaponManager.dropWeapon(weapon.DropForce);
}
[Command]
private void CmdReloadWeapon() {
if (weapon.AllowAction && limitAmmunition) {
reloadWeapon(weapon);
}
}
[Command]
// This code will be executed on the Server.
private void CmdFireBullet() {
ray = new Ray(mCamera.transform.position, mCamera.transform.forward); // Raycast from Camera
if (Physics.Raycast(ray, out crosshairHitPoint, 5000f)) { // Check if Raycast is beyond 5000
hitpos = crosshairHitPoint.point; // If hitpoint is under 5000
} else {
hitpos = mCamera.transform.position + mCamera.transform.forward * 5000;
}
_pointDirection = hitpos - muzzle.transform.position;
_lookRotation = Quaternion.LookRotation(_pointDirection);
shootAnim.rotationMod[1] = Quaternion.RotateTowards(weaponHolder.transform.rotation, _lookRotation, 1f); // Point weapon to raycast hitpoint from camera
if (weapon.AllowAction) { // If not reloading etc.
if (Physics.Raycast(muzzle.transform.position, muzzle.transform.forward, out hit) && weapon.CurrentAmmunition > 0) { // Raycast from Bullet Exit Point to camera raycast
bulletHole(GameObject.CreatePrimitive(PrimitiveType.Sphere), hit); // Creates bullethole where raycast hits
if (hit.transform.gameObject.GetComponent<Player>() != null) { // If hit object is a player
Debug.Log("-->HIT PLAYER: " + hit.transform.name);
hit.transform.gameObject.GetComponent<Player>().RemoveHealth(weapon.Damage);
}
}
if (limitAmmunition) {
subtractAmmunition(weapon); // Subtract Ammunition
}
StartCoroutine(fireRate());
}
}
void bulletHole(GameObject holeObject, RaycastHit hit) // Nur zum testen da
{
holeObject.transform.localScale = new Vector3(0.2f, 0.2f, 0.2f);
holeObject.transform.position = hit.point;
}
IEnumerator fireRate() {
weapon.AllowAction = false;
yield return new WaitForSeconds(60f/weapon.Firerate); // Waits for firerate seconds
weapon.AllowAction = true;
}
private bool subtractAmmunition(Weapon weapon) { // Subtracts Ammunition from weapon
if (weapon.CurrentAmmunition > 0) {
weapon.CurrentAmmunition -= 1;
return true;
}
return false;
}
public bool setWeapon(GameObject newWeapon) {
weapon = newWeapon.GetComponent<Weapon>();
curAmmo = weapon.CurrentAmmunition;
totalAmmo = weapon.TotalAmmunition;
muzzle = weapon.BulletExit;
return true;
}
private bool reloadWeapon(Weapon weapon) { // Reloads Ammunition from weapon
if (weapon.AllowAction && weapon.TotalAmmunition > 0) {
weapon.AllowAction = false;
int dif = weapon.MagazinSize - weapon.CurrentAmmunition;
if (weapon.TotalAmmunition >= dif) {
weapon.CurrentAmmunition += dif;
weapon.TotalAmmunition -= dif;
}
else {
weapon.CurrentAmmunition += weapon.TotalAmmunition;
weapon.TotalAmmunition = 0;
}
weapon.AllowAction = true;
Debug.Log("Reloaded");
return true;
}
return false;
}
}