Files
defrain-shooter-unity/Assets/Scripts/Weapons/WeaponManager.cs
Noah4ever c09ff3ca75 Weapon Switch/Standard Hand
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2021-11-25 11:24:16 +01:00

161 lines
6.3 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Mirror;
public class WeaponManager : NetworkBehaviour
{
public int currentWeaponIndex = 0;
private int lastWeaponIndex = 0;
private int counter = 0;
public List<GameObject> activeWeapons = new List<GameObject>();
private ProcedualAnimationController procedualAnimationController;
[SerializeField] GameObject gunHolster;
[SerializeField] Camera cam;
private void Awake()
{
procedualAnimationController = GetComponent<ProcedualAnimationController>();
}
void Update() {
if (isLocalPlayer) {
if(Input.GetAxis("Mouse ScrollWheel") > 0f){ // Scroll up
lastWeaponIndex = currentWeaponIndex;
int nextActive = SearchForNext(activeWeapons, lastWeaponIndex, -1);
if (nextActive != -1) { // -1 no next found
currentWeaponIndex = nextActive;
activeWeapons[currentWeaponIndex].SetActive(true);
procedualAnimationController.OnSwitchWeapon(activeWeapons[currentWeaponIndex].gameObject);
// play weapon switch animation
}
}
else if (Input.GetAxis("Mouse ScrollWheel") < 0f){ // Scroll down
lastWeaponIndex = currentWeaponIndex;
int nextActive = SearchForNext(activeWeapons, lastWeaponIndex, 1);
if (nextActive != -1) { // -1 no next found
currentWeaponIndex = nextActive;
activeWeapons[currentWeaponIndex].SetActive(true);
procedualAnimationController.OnSwitchWeapon(activeWeapons[currentWeaponIndex].gameObject);
// play weapon switch animation
}
}
if (Input.GetButtonDown("Interact")) // e
{
PickupWeapon();
}else if (Input.GetButtonDown("Drop")) // q Droping weapon
{
if(activeWeapons[currentWeaponIndex] != null)
{
dropWeapon(); // Throws weapon away
int nextActive = SearchForNext(activeWeapons, currentWeaponIndex, 1);
if (nextActive != -1) { // -1 no next found
currentWeaponIndex = nextActive;
activeWeapons[currentWeaponIndex].SetActive(true);
procedualAnimationController.OnSwitchWeapon(activeWeapons[currentWeaponIndex].gameObject);
// play weapon switch animation
}
}
}
}
}
private int SearchForNext(List<GameObject> l, int lastActive = 0, int direction = 1) {
int size = l.Count;
bool condition = true;
int counter = 0;
foreach (GameObject obj in l) { if(obj == null) { counter++; } }
if(counter < 4) {
if (lastActive <= -1) { lastActive = size; }
if (lastActive >= l.Count) { lastActive = 0; }
for (int i = lastActive + direction; condition; i += direction) {
if (i >= l.Count) { i = 0; size = lastActive; }
else if (i < 0) { i = size - 1; size = -1; }
if (l[i] != null) {
if (l[lastActive] != null) { l[lastActive].SetActive(false); }
return i;
}
if (direction == 1) {
if (i <= size - 1) { condition = true; }
else { condition = false; }
} else if (direction == -1) {
if (i >= size - 1) { condition = true; }
else { condition = false; }
}
}
}
return -1;
}
public GameObject getCurrentWeapon()
{
return activeWeapons[currentWeaponIndex].gameObject;
}
private void PickupWeapon() {
if (Physics.Raycast(cam.transform.position, cam.transform.forward, out RaycastHit hit))
{
Debug.Log(hit.transform.name);
if (hit.transform.tag == "Weapon") // If Object is a weapon and the weapon is not in the current active weapons
{
foreach (GameObject obj in activeWeapons) { // Disable all weapons
if (obj != null) { obj.SetActive(false); }
}
hit.transform.parent = gunHolster.transform; // Parent weapon to gunHolster
hit.rigidbody.isKinematic = true;
hit.rigidbody.useGravity = false;
hit.transform.GetComponent<BoxCollider>().enabled = false; // Disable Boxcollider
//hit.transform.position = cam.transform.position;
switch (hit.transform.GetComponent<Weapon>().WeaponKind.ToString()) { // Adding weapon to inventory slot
case "Rifle": putWeaponInArray(0, hit); break;
case "Pistole": putWeaponInArray(1, hit); break;
case "Knife": putWeaponInArray(2, hit); break;
case "Grenade": putWeaponInArray(3, hit); break;
default: break;
}
}
}
}
private bool putWeaponInArray(int index, RaycastHit hit) {
if (activeWeapons[currentWeaponIndex] != null) {
dropWeapon(); // Throws weapon away
}
activeWeapons[index] = hit.transform.gameObject;
activeWeapons[index].SetActive(true);
currentWeaponIndex = index;
procedualAnimationController.OnSwitchWeapon(activeWeapons[currentWeaponIndex].gameObject);
return true;
}
private bool dropWeapon()
{
if(currentWeaponIndex != 2)
{
GameObject currentWeapon = activeWeapons[currentWeaponIndex];
currentWeapon.SetActive(true);
Rigidbody rigid = currentWeapon.GetComponent<Rigidbody>();
rigid.useGravity = true;
rigid.isKinematic = false;
rigid.velocity = cam.transform.forward * 10 + cam.transform.up * 2;
currentWeapon.GetComponent<BoxCollider>().enabled = true;
currentWeapon.gameObject.transform.SetParent(null);
activeWeapons[currentWeaponIndex] = null;
return true;
}
else
{
return false;
}
}
}