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