mirror of
				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
		
			
				
	
	
		
			163 lines
		
	
	
		
			6.4 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
			
		
		
	
	
			163 lines
		
	
	
		
			6.4 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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    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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    [SerializeField] Shoot shoot;
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    [SerializeField] GameObject gunHolster;
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    [SerializeField] Camera cam;
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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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    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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                activeWeapons[currentWeaponIndex].SetActive(false);
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                switchWeapon(-1);
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                activeWeapons[currentWeaponIndex].SetActive(true);
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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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                activeWeapons[currentWeaponIndex].SetActive(false);
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                switchWeapon(1);
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                activeWeapons[currentWeaponIndex].SetActive(true);
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            }
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            if (Input.GetButtonDown("Interact")) { // e 
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                    PickupWeapon();
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            }else if (Input.GetButtonDown("Drop")) { // q Droping weapon 
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                if (activeWeapons[currentWeaponIndex] != null) {
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                    dropWeapon(activeWeapons[currentWeaponIndex].GetComponent<Weapon>().DropForce); // Throws weapon away
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                    switchWeapon(1);
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                    activeWeapons[currentWeaponIndex].SetActive(true);
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                }
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            }
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        }
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    }
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    public bool switchWeapon(int direction) {
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        // Get next active weapon index
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        int nextActive = searchForNext(activeWeapons, lastWeaponIndex, direction);
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        currentWeaponIndex = nextActive;
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        procedualAnimationController.OnSwitchWeapon(activeWeapons[currentWeaponIndex]);
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        shoot.setWeapon(activeWeapons[currentWeaponIndex]);
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        Weapon weaponData = activeWeapons[currentWeaponIndex].GetComponent<Weapon>();
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        procedualAnimationController.GunRightHandREF = weaponData.GunRightREF;
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        procedualAnimationController.GunLeftHandREF = weaponData.GunLeftREF;
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        // play weapon switch animation
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        return false;
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    }
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    private int searchForNext(List<GameObject> l, int lastActive = 0, int direction = 1)
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    {
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        int current = lastActive + direction;
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        for (int trys = 0; trys < l.Count; trys++)
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        {
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            //Check if you are at the start or end of the list and loop around accordingly
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            if (current < 0) current = l.Count - 1; 
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            else if (current >= l.Count) current = 0;
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            //Check if in the current position is a gun or not 
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            if (l[current] != null) 
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            {
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                return current;
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            }
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            //if there is no gun go to the next
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            current = current + direction;
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        }
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        //If no next gun can be found return the index of the gun that was already selected
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        return lastActive;
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    }
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    public GameObject getCurrentWeapon() {
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        return activeWeapons[currentWeaponIndex].gameObject;
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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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            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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                SetAllColliderStatus(hit.transform.gameObject, false); // Disable all Collider
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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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    private bool putWeaponInArray(int index, RaycastHit hit) {
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        if (activeWeapons[index] != null) {
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            dropWeapon(activeWeapons[currentWeaponIndex].GetComponent<Weapon>().DropForce); // 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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        // \/ Same as in switchWeapon()
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        currentWeaponIndex = index;
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        procedualAnimationController.OnSwitchWeapon(activeWeapons[currentWeaponIndex]);
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        shoot.setWeapon(activeWeapons[currentWeaponIndex]);
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        Weapon weaponData = activeWeapons[currentWeaponIndex].GetComponent<Weapon>();
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        procedualAnimationController.GunRightHandREF = weaponData.GunRightREF;
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        procedualAnimationController.GunLeftHandREF = weaponData.GunLeftREF;
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        return true;
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    }
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    public bool dropWeapon(float dropForce) {
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        if(currentWeaponIndex != 2) {
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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 * dropForce + cam.transform.up * 2;
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            SetAllColliderStatus(currentWeapon, true); // Activate all Collider
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            currentWeapon.gameObject.transform.SetParent(null);
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            activeWeapons[currentWeaponIndex] = null;
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            return true;
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        }
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        else {
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            return false;
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        }
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    }
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    // Set status to all colliders on a gameobject
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    private void SetAllColliderStatus(GameObject obj, bool newStatus) {
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        // For every collider on gameobject 
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        foreach(Collider col in obj.GetComponents<Collider>()) {
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            // set newStatus (enable, disable)
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            col.enabled = newStatus;
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        }
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    }
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}
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