Files
defrain-shooter-unity/Assets/Scripts/Weapons/Weapon.cs
Noah4ever 56f5aec9cc Grenades
[+] added
+ grenade.cs script
+ grenades can be thrown
+ grenades "explode" and spawn "explosion" (currently only a 50% transparent cube)

- NEEDS TO BE TESTED => BUG FIXED
2021-12-08 15:31:13 +01:00

59 lines
2.6 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Weapon : MonoBehaviour
{
public enum weaponKinds
{
Rifle, Pistole, Knife, Grenade
}
[SerializeField] weaponKinds weaponKind;
[SerializeField] float dropForce = 10f;
[SerializeField] int damage = 0;
[SerializeField] float firerate = 0;
[SerializeField] float recoilStrength = 0;
[SerializeField] int currentAmmunition = 0;
[SerializeField] int magazinSize = 0;
[SerializeField] int totalAmmunition = 0;
[SerializeField] GameObject bulletExit;
[SerializeField] bool allowAction = true;
[SerializeField] Animator weaponAnimator;
[SerializeField] Transform gunRightREF;
[SerializeField] Transform gunLeftREF;
[Header("Grenade")]
[SerializeField] bool isGrenade = false;
[SerializeField] float timer = 2f;
[SerializeField] float explosionForce = 2f;
[SerializeField] float grenadeRadius = 3f;
[SerializeField] bool hasExploded = false;
[SerializeField] bool hasBeenThrown = false;
public weaponKinds WeaponKind { get => weaponKind; }
public int Damage { get => damage; set => damage = value; }
public float Firerate { get => firerate; set => firerate = value; }
public float RecoilStrength { get => recoilStrength; set => recoilStrength = value; }
public int CurrentAmmunition { get => currentAmmunition; set => currentAmmunition = value; }
public int MagazinSize { get => magazinSize; set => magazinSize = value; }
public int TotalAmmunition { get => totalAmmunition; set => totalAmmunition = value; }
public GameObject BulletExit { get => bulletExit; }
public bool AllowAction { get => allowAction; set => allowAction = value; }
public Animator WeaponAnimator { get => weaponAnimator; }
public Transform GunLeftREF { get => gunLeftREF; }
public Transform GunRightREF { get => gunRightREF; }
public float Timer { get => timer; set => timer = value; }
public float GrenadeRadius { get => grenadeRadius; set => grenadeRadius = value; }
public bool HasExploded { get => hasExploded; set => hasExploded = value; }
public bool IsGrenade { get => isGrenade; set => isGrenade = value; }
public bool HasBeenThrown { get => hasBeenThrown; set => hasBeenThrown = value; }
public float ExplosionForce { get => explosionForce; set => explosionForce = value; }
public float DropForce { get => dropForce; set => dropForce = value; }
private void Start() {
CurrentAmmunition = MagazinSize;
if (weaponKind == weaponKinds.Grenade) { IsGrenade = true; }
if (IsGrenade) { weaponKind = weaponKinds.Grenade; }
}
}