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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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| 
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| 
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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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| 
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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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| 
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| 
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| 
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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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| 
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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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|             
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|             if (Input.GetButtonDown("Interact")) // e 
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|             {
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|                 PickupWeapon();
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|             
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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| }
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