mirror of
https://github.com/DerTyp7/defrain-shooter-unity.git
synced 2025-10-29 20:52:10 +01:00
90 lines
2.8 KiB
C#
90 lines
2.8 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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public GameObject[] activeWeapons;
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private int counter = 0;
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[SerializeField] Camera cam;
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private void Awake()
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{
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activeWeapons = new GameObject[4];
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for(int i = 0; i<4; i++)
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{
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activeWeapons[i] = null;
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}
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}
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void Update() {
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if (isLocalPlayer) {
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counter = 0;
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if(Input.GetAxis("Mouse ScrollWheel") > 0f && false){ // Scroll up
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do
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{
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if (currentWeaponIndex <= 0)
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{
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currentWeaponIndex = activeWeapons.Length - 1;
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}
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else
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{
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currentWeaponIndex--;
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}
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counter++;
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//Debug.Log(activeWeapons[currentWeaponIndex]);
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} while (activeWeapons[currentWeaponIndex] == null);
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}
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else if (Input.GetAxis("Mouse ScrollWheel") < 0f && false){ // Scroll down
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do
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{
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if (currentWeaponIndex >= activeWeapons.Length - 1)
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{
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currentWeaponIndex = 0;
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}
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else
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{
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currentWeaponIndex++;
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}
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counter++;
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//Debug.Log(activeWeapons[currentWeaponIndex]);
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} while (activeWeapons[currentWeaponIndex] == null);
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}
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if (Input.GetButton("Interact")) // e
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{
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CmdPickupWeapon();
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}else if (Input.GetButton("Drop")) // q Droping weapon
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{
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activeWeapons[currentWeaponIndex] = null;
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}
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}
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}
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[Command]
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private void CmdPickupWeapon() {
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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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switch (hit.transform.GetComponent<Weapon>().WeaponKind.ToString()) // Adding weapon to inventory slot
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{
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case "Rifle": activeWeapons[0] = hit.transform.gameObject; break;
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case "Pistole": activeWeapons[1] = hit.transform.gameObject; break;
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case "Knife": activeWeapons[2] = hit.transform.gameObject; break;
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case "Grenade": activeWeapons[3] = hit.transform.gameObject; 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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