mirror of
https://github.com/DerTyp7/defrain-shooter-unity.git
synced 2025-10-29 04:42:13 +01:00
220 lines
8.4 KiB
C#
220 lines
8.4 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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[System.Serializable]
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public struct WeaponStruct
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{
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public GameObject weapon;
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}
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public class WeaponManager : NetworkBehaviour
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{
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public int currentWeaponIndex = 2; // Hand
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private int lastWeaponIndex = 0;
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[SyncVar]
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public SyncList<WeaponStruct> activeWeapons = new SyncList<WeaponStruct>(new WeaponStruct[4]);
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private ProcedualAnimationController procedualAnimationController;
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private Weapon weaponData;
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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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procedualAnimationController = GetComponent<ProcedualAnimationController>();
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currentWeaponIndex = 2; // Hand
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GameObject hand = gunHolster.transform.Find("Hand").gameObject;
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WeaponStruct addHand = new WeaponStruct();
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addHand.weapon = hand;
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activeWeapons[currentWeaponIndex] = addHand;
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weaponData = activeWeapons[currentWeaponIndex].weapon.GetComponent<Weapon>(); // Hand
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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].weapon.SetActive(false);
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switchWeapon(-1);
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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].weapon.SetActive(false);
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switchWeapon(1);
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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].weapon != null) {
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dropWeapon(activeWeapons[currentWeaponIndex].weapon.GetComponent<Weapon>().DropForce, currentWeaponIndex); // Throws weapon away
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switchWeapon(1);
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}
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}
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}
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}
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private void FixedUpdate() {
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/*if(currentWeaponIndex != 2) {
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if (weaponData.ToCloseToWall) {
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procedualAnimationController.weaponToCloseToWall(true);
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} else {
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procedualAnimationController.weaponToCloseToWall(false);
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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].weapon);
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shoot.setWeapon(activeWeapons[currentWeaponIndex].weapon);
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weaponData = activeWeapons[currentWeaponIndex].weapon.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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switchAnimation(weaponData.WeaponKind.ToString());
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activeWeapons[currentWeaponIndex].weapon.SetActive(true);
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CmdPrintInventory();
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return true;
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}
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[Command]
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private void CmdPrintInventory()
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{
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for (int i = 0; i < 4; i++)
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{
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if(activeWeapons[i].weapon)
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Debug.Log((i + 1) + ". " + activeWeapons[i].weapon);
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}
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Debug.Log("-------------------");
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}
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private void switchAnimation(string weaponType) {
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switch (weaponType) {
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case "Rifle": procedualAnimationController.changeRifle(true); break;
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case "Pistole": procedualAnimationController.changePistole(true); break;
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case "Knife": ; procedualAnimationController.changePistole(true); break;
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case "Grenade": ; procedualAnimationController.changePistole(true); break;
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}
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}
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private int searchForNext(SyncList<WeaponStruct> 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].weapon != 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].weapon.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 Object is a weapon and the weapon is not in the current active weapons
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if (hit.transform.tag == "Weapon")
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{
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// Disable all weapons
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foreach (WeaponStruct obj in activeWeapons) {
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if (obj.weapon != null) { obj.weapon.SetActive(false); }
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}
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// Parent weapon to gunHolster
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hit.transform.parent = gunHolster.transform;
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hit.rigidbody.isKinematic = true;
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hit.rigidbody.useGravity = false;
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// Disable all Collider
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SetAllColliderStatus(hit.transform.gameObject, false);
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// Adding weapon to correct inventory slot
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switch (hit.transform.GetComponent<Weapon>().WeaponKind.ToString()) {
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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].weapon != null) {
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// Throws weapon away
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dropWeapon(activeWeapons[index].weapon.GetComponent<Weapon>().DropForce, index);
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}
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WeaponStruct addWeapon = new WeaponStruct();
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addWeapon.weapon = hit.transform.gameObject;
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activeWeapons[index] = addWeapon;
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activeWeapons[index].weapon.SetActive(true);
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// \/ Same as in switchWeapon()
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currentWeaponIndex = index;
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procedualAnimationController.OnSwitchWeapon(activeWeapons[currentWeaponIndex].weapon);
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shoot.setWeapon(activeWeapons[currentWeaponIndex].weapon);
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Weapon weaponData = activeWeapons[currentWeaponIndex].weapon.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, int index) {
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if(index != 2) {
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GameObject currentWeapon = activeWeapons[index].weapon;
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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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// Activate all Collider
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SetAllColliderStatus(currentWeapon, true);
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currentWeapon.gameObject.transform.SetParent(null);
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WeaponStruct emptyWeapon = new WeaponStruct();
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emptyWeapon.weapon = null;
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activeWeapons[index] = emptyWeapon;
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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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#region hook
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public void updateInventory(List<GameObject> oldList, List<GameObject> newList)
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{
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Debug.Log("UpdateInventory");
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}
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#endregion
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}
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