mirror of
https://github.com/DerTyp7/defrain-shooter-unity.git
synced 2025-10-29 12:52:07 +01:00
155 lines
5.8 KiB
C#
155 lines
5.8 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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activeWeapons[currentWeaponIndex].SetActive(false);
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switchWeapon(-1);
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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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activeWeapons[currentWeaponIndex].SetActive(false);
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switchWeapon(1);
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}
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activeWeapons[currentWeaponIndex].SetActive(true);
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if (Input.GetButtonDown("Interact")) { // e
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PickupWeapon();
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}else if (Input.GetButtonDown("Drop")) { // q Droping weapon
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if (activeWeapons[currentWeaponIndex] != null) {
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dropWeapon(); // Throws weapon away
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switchWeapon(1);
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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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private bool switchWeapon(int direction) {
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int nextActive = searchForNext(activeWeapons, lastWeaponIndex, direction);
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currentWeaponIndex = nextActive;
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procedualAnimationController.OnSwitchWeapon(activeWeapons[currentWeaponIndex]);
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shoot.setWeapon(activeWeapons[currentWeaponIndex]);
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Weapon weaponData = activeWeapons[currentWeaponIndex].GetComponent<Weapon>();
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procedualAnimationController.GunRightHandREF = weaponData.GunRightREF;
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procedualAnimationController.GunLeftHandREF = weaponData.GunLeftREF;
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// play weapon switch animation
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return false;
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}
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private int searchForNext(List<GameObject> l, int lastActive = 0, int direction = 1)
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{
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int current = lastActive + direction;
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for (int trys = 0; trys < l.Count; trys++)
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{
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//Check if you are at the start or end of the list and loop around accordingly
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if (current < 0) current = l.Count - 1;
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else if (current >= l.Count) current = 0;
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//Check if in the current position is a gun or not
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if (l[current] != null)
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{
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return current;
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}
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//if there is no gun go to the next
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current = current + direction;
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}
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//If no next gun can be found return the index of the gun that was already selected
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return lastActive;
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}
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public GameObject getCurrentWeapon() {
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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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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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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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shoot.setWeapon(activeWeapons[currentWeaponIndex]);
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Weapon weaponData = activeWeapons[currentWeaponIndex].GetComponent<Weapon>();
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procedualAnimationController.GunRightHandREF = weaponData.GunRightREF;
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procedualAnimationController.GunLeftHandREF = weaponData.GunLeftREF;
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return true;
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}
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private bool dropWeapon() {
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if(currentWeaponIndex != 2) {
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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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return false;
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}
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}
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}
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