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				https://github.com/DerTyp7/defrain-shooter-unity.git
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			168 lines
		
	
	
		
			6.6 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
			
		
		
	
	
			168 lines
		
	
	
		
			6.6 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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    private ProcedualAnimationController procedualAnimationController;
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    [SerializeField] Shoot shoot;
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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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        procedualAnimationController = GetComponent<ProcedualAnimationController>();
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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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                    procedualAnimationController.OnSwitchWeapon(activeWeapons[currentWeaponIndex]);
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                    shoot.setWeapon(activeWeapons[currentWeaponIndex]);
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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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                    procedualAnimationController.OnSwitchWeapon(activeWeapons[currentWeaponIndex]);
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                    shoot.setWeapon(activeWeapons[currentWeaponIndex]);
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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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                PickupWeapon();
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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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                    dropWeapon(); // Throws weapon away
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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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                        currentWeaponIndex = nextActive;
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                        activeWeapons[currentWeaponIndex].SetActive(true);
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                        procedualAnimationController.OnSwitchWeapon(activeWeapons[currentWeaponIndex]);
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                        shoot.setWeapon(activeWeapons[currentWeaponIndex]);
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                        // play weapon switch animation
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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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        int counter = 0;
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        foreach (GameObject obj in l) { if(obj == null) { counter++;  } }
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        if(counter < 4) {
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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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        }
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        return -1;
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    }
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    public GameObject getCurrentWeapon()
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    {
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        return activeWeapons[currentWeaponIndex].gameObject;
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    }
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    private void PickupWeapon() {
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        if (Physics.Raycast(cam.transform.position, cam.transform.forward, out RaycastHit hit)) 
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        {
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            Debug.Log(hit.transform.name);
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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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                    case "Rifle": putWeaponInArray(0, hit); break;
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                    case "Pistole": putWeaponInArray(1, hit); break;
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                    case "Knife": putWeaponInArray(2, hit); break;
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                    case "Grenade": putWeaponInArray(3, hit); 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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    private bool putWeaponInArray(int index, RaycastHit hit) {
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        if (activeWeapons[currentWeaponIndex] != null) {
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            dropWeapon(); // Throws weapon away
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        }
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        activeWeapons[index] = hit.transform.gameObject;
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        activeWeapons[index].SetActive(true);
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        currentWeaponIndex = index;
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        procedualAnimationController.OnSwitchWeapon(activeWeapons[currentWeaponIndex]);
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        Debug.Log(activeWeapons[currentWeaponIndex]);
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        shoot.setWeapon(activeWeapons[currentWeaponIndex]);
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        return true;
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    }
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    private bool dropWeapon()
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    {
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        if(currentWeaponIndex != 2)
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        {
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            GameObject currentWeapon = activeWeapons[currentWeaponIndex];
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            currentWeapon.SetActive(true);
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            Rigidbody rigid = currentWeapon.GetComponent<Rigidbody>();
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            rigid.useGravity = true;
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            rigid.isKinematic = false;
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            rigid.velocity = cam.transform.forward * 10 + cam.transform.up * 2;
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            currentWeapon.GetComponent<BoxCollider>().enabled = true;
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            currentWeapon.gameObject.transform.SetParent(null);
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            activeWeapons[currentWeaponIndex] = null;
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            return true;
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        }
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        else
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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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