Weapon updates
*Added feature to switch weapon with scroll wheel *Fixed ammo UI, now updates correctly when changing weapons *Fixed machine gun zoom *Player prefab cleanup
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@ -9,7 +9,7 @@ GameObject:
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serializedVersion: 6
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m_Component:
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- component: {fileID: 2265701993784981172}
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- component: {fileID: 9083568455291165773}
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- component: {fileID: 7253208606534141378}
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m_Layer: 8
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m_Name: Weapons
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m_TagString: Untagged
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@ -36,7 +36,7 @@ Transform:
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m_Father: {fileID: 4135013735270702856}
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m_RootOrder: 0
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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--- !u!114 &9083568455291165773
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--- !u!114 &7253208606534141378
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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@ -45,14 +45,11 @@ MonoBehaviour:
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m_GameObject: {fileID: 160269183453626702}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: 01ef216392c8f33409f2efcd91f4e510, type: 3}
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m_Script: {fileID: 11500000, guid: 51cf941944fb27e43863c290683f7068, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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_fpCamera: {fileID: 0}
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_muzzleFlash: {fileID: 0}
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_bulletImpact: {fileID: 0}
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_range: 100
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_weaponDamage: 25
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_weapons: []
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_currentWeapon: 0
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--- !u!1 &4135013735270702863
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GameObject:
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m_ObjectHideFlags: 0
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@ -303,6 +300,7 @@ MonoBehaviour:
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_look: {x: 0, y: 0}
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_jump: 0
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_sprint: 0
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_mouseScale: 0
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_analogMovement: 0
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_cursorLocked: 1
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_cursorInputForLook: 1
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@ -18,12 +18,17 @@ public class Ammo : MonoBehaviour
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[SerializeField] private FloatVariable _S_currentBeltAmmoAmount;
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[SerializeField] private FloatVariable _S_currentMagAmmoAmount;
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private void OnEnable()
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private void Awake()
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{
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_currentBeltAmmoAmount = _maxBeltAmmoAmount;
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_currentMagAmmoAmount = _maxMagAmmoAmount;
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}
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private void OnEnable()
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{
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AmmoUpdate();
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}
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#region Public Properties
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public int AmmoType
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@ -48,13 +48,16 @@ MonoBehaviour:
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m_Script: {fileID: 11500000, guid: 01ef216392c8f33409f2efcd91f4e510, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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_index: 0
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_range: 100
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_weaponDamage: 4
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_timeBetweenShots: 0.1
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_timeBetweenReloads: 0
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_fpCamera: {fileID: 0}
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_muzzleFlash: {fileID: 0}
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_bulletImpact: {fileID: 252487699782519274, guid: 82851982cb47c134a8403ffcb052b9d2, type: 3}
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_ammo: {fileID: 5655468185604888337}
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_canShoot: 0
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--- !u!114 &5655468185604888337
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MonoBehaviour:
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m_ObjectHideFlags: 0
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@ -86,10 +89,10 @@ MonoBehaviour:
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m_Script: {fileID: 11500000, guid: f6b8a4e9bfb741aa96889e5df5a06cba, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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_fovNormal: 0
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_senseNormal: 0
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_fovZoom: 0
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_senseZoom: 0
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_fovNormal: 40
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_senseNormal: 1
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_fovZoom: 20
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_senseZoom: 0.5
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_input: {fileID: 0}
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_camera: {fileID: 0}
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_zoomedIn: 0
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@ -47,7 +47,7 @@ public class Weapon : MonoBehaviour
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StartCoroutine(Reload());
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}
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IEnumerator Reload()
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private IEnumerator Reload()
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{
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_canShoot = false;
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print($"Reloading {gameObject.name}");
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@ -56,7 +56,7 @@ public class Weapon : MonoBehaviour
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_canShoot = true;
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}
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IEnumerator Shoot()
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private IEnumerator Shoot()
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{
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_canShoot = false;
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if (_ammo.CurrentMagAmmoAmount > 0)
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@ -40,38 +40,55 @@ public class WeaponSwitcher : MonoBehaviour
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private void Update()
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{
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int lastWeapon = _currentWeapon;
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switch (Mouse.current.scroll.ReadValue().y)
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{
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case > 0:
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_currentWeapon++;
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break;
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case < 0:
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_currentWeapon--;
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break;
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}
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if (Mouse.current.middleButton.wasPressedThisFrame)
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{
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_currentWeapon++;
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if (_currentWeapon > _weapons.Length - 1)
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{
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_currentWeapon = 0;
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}
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SelectWeapon(_currentWeapon);
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}
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if (Keyboard.current.digit1Key.wasPressedThisFrame)
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{
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_currentWeapon = 0;
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SelectWeapon(_currentWeapon);
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}
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if (Keyboard.current.digit2Key.wasPressedThisFrame)
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{
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_currentWeapon = 1;
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SelectWeapon(_currentWeapon);
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}
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if (Keyboard.current.digit3Key.wasPressedThisFrame)
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{
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_currentWeapon = 2;
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SelectWeapon(_currentWeapon);
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}
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if (Keyboard.current.digit4Key.wasPressedThisFrame)
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{
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_currentWeapon = 3;
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}
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if (_currentWeapon > _weapons.Length - 1)
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{
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_currentWeapon = 0;
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}
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if (_currentWeapon < 0)
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{
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_currentWeapon = _weapons.Length - 1;
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}
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if (lastWeapon != _currentWeapon)
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{
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SelectWeapon(_currentWeapon);
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}
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}
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