mirror of
https://github.com/DerTyp7/defrain-shooter-unity.git
synced 2025-10-29 12:52:07 +01:00
175 lines
6.6 KiB
C#
175 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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using TMPro;
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public class Shoot : NetworkBehaviour
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{
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[SerializeField] WeaponManager weaponManager; // For throwing grenade
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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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[Header("Debug")]
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[SerializeField] bool showBullethole = true;
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[SerializeField] float bulletholeRadius = 0.2f;
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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; } // For DebugCanvas
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public int TotalAmmo { get => totalAmmo; set => totalAmmo = value; } // For DebugCanvas
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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 current weapon kind is a rifle or pistole
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string weaponKindString = weapon.WeaponKind.ToString();
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if(weaponKindString == "Rifle" || weaponKindString == "Pistole") {
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if (weapon.AllowAction && weapon.CurrentAmmunition > 0) {
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shootAnim.Recoil(0.1f);
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}
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// Shoot Weapon
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CmdFireBullet();
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} // If current weapon kind is grenade
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else if(weaponKindString == "Grenade"){
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// Throw Grenade
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throwGrenade();
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} // If current weapon kind is kinfe
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else {
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// Throw hands (punch)
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}
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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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private void throwGrenade() {
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Debug.Log("ThrowGrenade!");
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// Throws grenade with dropForce
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weapon.HasBeenThrown = true;
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// 3 -> Grenade index
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weaponManager.dropWeapon(weapon.DropForce, 3);
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weaponManager.switchWeapon(1);
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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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if (showBullethole) { bulletHole(GameObject.CreatePrimitive(PrimitiveType.Sphere), hit); } // Creates bullethole where raycast hits
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if (hit.transform.gameObject.GetComponent<Rigidbody>())
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{
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hit.transform.gameObject.GetComponent<Rigidbody>().AddForce(mCamera.transform.forward * weapon.HitForce);
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}
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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(bulletholeRadius, bulletholeRadius, bulletholeRadius);
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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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Debug.Log(weapon.CurrentAmmunition + " / " + weapon.TotalAmmunition);
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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("Switch weapon to: " + newWeapon.transform.name);
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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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