Files
defrain-shooter-unity/Assets/Scripts/Weapons/Weapon.cs
Noah4ever 9512d9dac1 DebugCanvas and ShootDebug
Fixed DebugAmmunitionText on DebugCanvas
Added hitForce on Weapons. When you hit an object with a rigidbody its going to fly back a little bit
2021-12-10 15:38:59 +01:00

52 lines
2.0 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Weapon : MonoBehaviour
{
public enum weaponKinds
{
Rifle, Pistole, Knife, Grenade
}
[Header("Weapon Info")]
[SerializeField] weaponKinds weaponKind;
[SerializeField] float dropForce = 10f;
[SerializeField] float hitForce = 100f;
[SerializeField] int damage = 0;
[SerializeField] float firerate = 0;
[SerializeField] float recoilStrength = 0;
[SerializeField] int currentAmmunition = 0;
[SerializeField] int magazinSize = 0;
[SerializeField] int totalAmmunition = 0;
[SerializeField] GameObject bulletExit;
[SerializeField] bool allowAction = true;
[Header("")]
[SerializeField] Animator weaponAnimator;
[SerializeField] Transform gunRightREF;
[SerializeField] Transform gunLeftREF;
//[Header("Grenade")]
private bool hasBeenThrown = false;
public weaponKinds WeaponKind { get => weaponKind; }
public float DropForce { get => dropForce; set => dropForce = value; }
public int Damage { get => damage; set => damage = value; }
public float Firerate { get => firerate; set => firerate = value; }
public float RecoilStrength { get => recoilStrength; set => recoilStrength = value; }
public int CurrentAmmunition { get => currentAmmunition; set => currentAmmunition = value; }
public int MagazinSize { get => magazinSize; set => magazinSize = value; }
public int TotalAmmunition { get => totalAmmunition; set => totalAmmunition = value; }
public GameObject BulletExit { get => bulletExit; }
public bool AllowAction { get => allowAction; set => allowAction = value; }
public Animator WeaponAnimator { get => weaponAnimator; }
public Transform GunLeftREF { get => gunLeftREF; }
public Transform GunRightREF { get => gunRightREF; }
public bool HasBeenThrown { get => hasBeenThrown; set => hasBeenThrown = value; }
public float HitForce { get => hitForce; set => hitForce = value; }
private void Start() {
CurrentAmmunition = MagazinSize;
}
}