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				https://github.com/DerTyp7/defrain-shooter-unity.git
				synced 2025-11-04 07:08:59 +01:00 
			
		
		
		
	Grenade data is now on Grenade.cs and not on Weapon.cs. You need both scripts to make a grenade work
		
			
				
	
	
		
			49 lines
		
	
	
		
			1.9 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
			
		
		
	
	
			49 lines
		
	
	
		
			1.9 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class Weapon : MonoBehaviour
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{
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    public enum weaponKinds
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    {
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        Rifle, Pistole, Knife, Grenade
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    }
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    [Header("Weapon Info")]
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    [SerializeField] weaponKinds weaponKind;
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    [SerializeField] float dropForce = 10f;
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    [SerializeField] int damage = 0;
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    [SerializeField] float firerate = 0;
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    [SerializeField] float recoilStrength = 0;
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    [SerializeField] int currentAmmunition = 0;
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    [SerializeField] int magazinSize = 0;
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    [SerializeField] int totalAmmunition = 0;
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    [SerializeField] GameObject bulletExit;
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    [SerializeField] bool allowAction = true;
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    [Header("")]
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    [SerializeField] Animator weaponAnimator;
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    [SerializeField] Transform gunRightREF;
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    [SerializeField] Transform gunLeftREF;
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    //[Header("Grenade")]
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    private bool hasBeenThrown = false;
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    public weaponKinds WeaponKind { get => weaponKind; }
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    public float DropForce { get => dropForce; set => dropForce = value; }
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    public int Damage { get => damage; set => damage = value; }
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    public float Firerate { get => firerate; set => firerate = value; }
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    public float RecoilStrength { get => recoilStrength; set => recoilStrength = value; }
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    public int CurrentAmmunition { get => currentAmmunition; set => currentAmmunition = value; }
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    public int MagazinSize { get => magazinSize; set => magazinSize = value; }
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    public int TotalAmmunition { get => totalAmmunition; set => totalAmmunition = value; }
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    public GameObject BulletExit { get => bulletExit; }
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    public bool AllowAction { get => allowAction; set => allowAction = value; }
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    public Animator WeaponAnimator { get => weaponAnimator; }
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    public Transform GunLeftREF { get => gunLeftREF; }
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    public Transform GunRightREF { get => gunRightREF; }
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    public bool HasBeenThrown { get => hasBeenThrown; set => hasBeenThrown = value; }
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    private void Start() {
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        CurrentAmmunition = MagazinSize;
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    }
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}
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