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Gun.cs muss vlt noch umbenannt werden, weil Gun Pistole heißt und nicht ein oberbegriff für alle Waffen ist.
63 lines
2.5 KiB
C#
63 lines
2.5 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class Weapon1 : MonoBehaviour
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{
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public enum weaponKinds
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{
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Rifle, Pistole, Knife, Grenade
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}
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[Header("Weapon Info")]
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[SerializeField] weaponKinds weaponKind;
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[SerializeField] float dropForce = 10f;
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[SerializeField] float hitForce = 100f;
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[SerializeField] int damage = 0;
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[SerializeField] float firerate = 0;
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[SerializeField] float recoilStrength = 0;
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[SerializeField] int currentAmmunition = 0;
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[SerializeField] int magazinSize = 0;
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[SerializeField] int totalAmmunition = 0;
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[SerializeField] GameObject bulletExit;
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[SerializeField] bool toCloseToWall = false;
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[SerializeField] bool allowAction = true;
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[Header("")]
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[SerializeField] Animator weaponAnimator;
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[SerializeField] Transform gunRightREF;
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[SerializeField] Transform gunLeftREF;
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//[Header("Grenade")]
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private bool hasBeenThrown = false;
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public weaponKinds WeaponKind { get => weaponKind; }
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public float DropForce { get => dropForce; set => dropForce = value; }
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public int Damage { get => damage; set => damage = value; }
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public float Firerate { get => firerate; set => firerate = value; }
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public float RecoilStrength { get => recoilStrength; set => recoilStrength = value; }
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public int CurrentAmmunition { get => currentAmmunition; set => currentAmmunition = value; }
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public int MagazinSize { get => magazinSize; set => magazinSize = value; }
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public int TotalAmmunition { get => totalAmmunition; set => totalAmmunition = value; }
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public GameObject BulletExit { get => bulletExit; }
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public bool ToCloseToWall { get => toCloseToWall; set => toCloseToWall = value; }
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public bool AllowAction { get => allowAction; set => allowAction = value; }
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public Animator WeaponAnimator { get => weaponAnimator; }
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public Transform GunLeftREF { get => gunLeftREF; }
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public Transform GunRightREF { get => gunRightREF; }
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public bool HasBeenThrown { get => hasBeenThrown; set => hasBeenThrown = value; }
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public float HitForce { get => hitForce; set => hitForce = value; }
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private void Start() {
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CurrentAmmunition = MagazinSize;
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}
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// When to close to a wall, the player puts the weapon upright (Change size on weapon collider where isTrigger == true)
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/*private void OnCollisionEnter(Collision collision) {
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toCloseToWall = true;
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Debug.Log(collision.transform.name);
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}
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private void OnCollisionExit(Collision collision) {
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toCloseToWall = false;
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}*/
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}
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