Weapon Switching
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_timeBetweenShots: 0.1
|
||||
_fpCamera: {fileID: 0}
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_muzzleFlash: {fileID: 0}
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_bulletImpact: {fileID: 0}
|
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_ammo: {fileID: 0}
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_bulletImpact: {fileID: 252487699782519274, guid: 82851982cb47c134a8403ffcb052b9d2, type: 3}
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||||
_ammo: {fileID: 5655468185604888337}
|
||||
--- !u!114 &5655468185604888337
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MonoBehaviour:
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m_ObjectHideFlags: 0
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@ -65,13 +67,32 @@ MonoBehaviour:
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m_Script: {fileID: 11500000, guid: 97c35481a551c3a4d9d5f0e3fe13a03d, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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_ammoType: 0
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_maxBeltAmmoAmount: 0
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_maxMagAmmoAmount: 0
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_ammoType: 2
|
||||
_maxBeltAmmoAmount: 300
|
||||
_maxMagAmmoAmount: 45
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_currentBeltAmmoAmount: 0
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_currentMagAmmoAmount: 0
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_S_currentBeltAmmoAmount: {fileID: 11400000, guid: f19d1fc1d5102a545800f4f8273640b1, type: 2}
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_S_currentMagAmmoAmount: {fileID: 11400000, guid: 9a77ec14c64717643bed1c6e7a3885ae, type: 2}
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--- !u!114 &1366121443174139284
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 118234}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: f6b8a4e9bfb741aa96889e5df5a06cba, type: 3}
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_senseZoom: 0
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_input: {fileID: 0}
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_camera: {fileID: 0}
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_zoomedIn: 0
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--- !u!33 &3316574
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MeshFilter:
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m_ObjectHideFlags: 0
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|
|
@ -11,6 +11,7 @@ GameObject:
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- component: {fileID: 417070}
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- component: {fileID: 1703679832321447341}
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- component: {fileID: 8817107657672854186}
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- component: {fileID: 3637412066234339666}
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m_Layer: 0
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m_Name: Revolver
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m_TagString: Untagged
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@ -51,6 +52,7 @@ MonoBehaviour:
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m_EditorClassIdentifier:
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_range: 100
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_weaponDamage: 25
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_timeBetweenShots: 0.5
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_fpCamera: {fileID: 0}
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_muzzleFlash: {fileID: 6070271853189258210}
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_bulletImpact: {fileID: 252487699782519274, guid: 82851982cb47c134a8403ffcb052b9d2, type: 3}
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@ -68,12 +70,31 @@ MonoBehaviour:
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m_Name:
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m_EditorClassIdentifier:
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_ammoType: 0
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_maxBeltAmmoAmount: 150
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_maxBeltAmmoAmount: 45
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_maxMagAmmoAmount: 7
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_currentBeltAmmoAmount: 0
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_currentMagAmmoAmount: 3
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_S_currentBeltAmmoAmount: {fileID: 11400000, guid: f19d1fc1d5102a545800f4f8273640b1, type: 2}
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_S_currentMagAmmoAmount: {fileID: 11400000, guid: 9a77ec14c64717643bed1c6e7a3885ae, type: 2}
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--- !u!114 &3637412066234339666
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 117070}
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m_EditorHideFlags: 0
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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: 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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--- !u!1 &160878
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GameObject:
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m_ObjectHideFlags: 0
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|
|
@ -1,10 +1,15 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class Weapon : MonoBehaviour
|
||||
{
|
||||
[Header("Config")]
|
||||
[SerializeField] private int _index;
|
||||
[SerializeField] private float _range = 100f;
|
||||
[SerializeField] private float _weaponDamage = 25f;
|
||||
[SerializeField] private float _timeBetweenShots;
|
||||
[SerializeField] private float _timeBetweenReloads;
|
||||
|
||||
[Header("Connections")]
|
||||
[SerializeField] private Camera _fpCamera;
|
||||
|
@ -12,38 +17,66 @@ public class Weapon : MonoBehaviour
|
|||
[SerializeField] private GameObject _bulletImpact;
|
||||
[SerializeField] private Ammo _ammo;
|
||||
|
||||
[Header("State")]
|
||||
[SerializeField] private bool _canShoot;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
_canShoot = true;
|
||||
_fpCamera = FindObjectOfType<Camera>();
|
||||
_muzzleFlash = GetComponentInChildren<ParticleSystem>();
|
||||
_ammo = GetComponent<Ammo>();
|
||||
}
|
||||
|
||||
public int Index
|
||||
{
|
||||
get => _index;
|
||||
set => _index = value;
|
||||
}
|
||||
|
||||
public void OnFire()
|
||||
{
|
||||
Shoot();
|
||||
if (_canShoot)
|
||||
{
|
||||
StartCoroutine(Shoot());
|
||||
}
|
||||
}
|
||||
|
||||
public void OnReload()
|
||||
{
|
||||
print($"Reloading {gameObject.name}");
|
||||
_ammo.Reload();
|
||||
StartCoroutine(Reload());
|
||||
}
|
||||
|
||||
private void Shoot()
|
||||
IEnumerator Reload()
|
||||
{
|
||||
_canShoot = false;
|
||||
print($"Reloading {gameObject.name}");
|
||||
_ammo.Reload();
|
||||
yield return new WaitForSeconds(_timeBetweenReloads);
|
||||
_canShoot = true;
|
||||
}
|
||||
|
||||
IEnumerator Shoot()
|
||||
{
|
||||
_canShoot = false;
|
||||
if (_ammo.CurrentMagAmmoAmount > 0)
|
||||
{
|
||||
_ammo.ModifyMagAmmo(-1);
|
||||
Animation();
|
||||
ProcessHit();
|
||||
}
|
||||
|
||||
yield return new WaitForSeconds(_timeBetweenShots);
|
||||
_canShoot = true;
|
||||
}
|
||||
|
||||
private void Animation()
|
||||
{
|
||||
if (_muzzleFlash != null)
|
||||
{
|
||||
_muzzleFlash.Play();
|
||||
}
|
||||
}
|
||||
|
||||
private void ProcessHit()
|
||||
{
|
||||
|
|
|
@ -0,0 +1,62 @@
|
|||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.InputSystem;
|
||||
|
||||
public class WeaponSwitcher : MonoBehaviour
|
||||
{
|
||||
[Header("Config")]
|
||||
[SerializeField] private Weapon[] _weapons;
|
||||
|
||||
[Header("State")]
|
||||
[SerializeField] private int _currentWeapon;
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
_weapons = GetComponentsInChildren<Weapon>();
|
||||
var i = 0;
|
||||
foreach (Weapon weapon in _weapons)
|
||||
{
|
||||
weapon.Index = i;
|
||||
i++;
|
||||
}
|
||||
|
||||
_currentWeapon = 0;
|
||||
SelectWeapon(_currentWeapon);
|
||||
}
|
||||
|
||||
private void SelectWeapon(int index)
|
||||
{
|
||||
foreach (Weapon weapon in _weapons)
|
||||
{
|
||||
if (weapon.Index == _currentWeapon)
|
||||
{
|
||||
weapon.gameObject.SetActive(true);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void DeselectAllWeapons()
|
||||
{
|
||||
foreach (Weapon weapon in _weapons)
|
||||
{
|
||||
weapon.gameObject.SetActive(false);
|
||||
}
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (Mouse.current.middleButton.wasPressedThisFrame)
|
||||
{
|
||||
_currentWeapon += 1;
|
||||
if (_currentWeapon > _weapons.Length - 1)
|
||||
{
|
||||
_currentWeapon = 0;
|
||||
}
|
||||
|
||||
DeselectAllWeapons();
|
||||
SelectWeapon(_currentWeapon);
|
||||
}
|
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}
|
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}
|
|
@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 51cf941944fb27e43863c290683f7068
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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|
@ -20,7 +20,7 @@ public class WeaponZoom : MonoBehaviour
|
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|
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private void OnEnable()
|
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{
|
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_input = GetComponent<StarterAssetsInputs>();
|
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_input = GetComponentInParent<StarterAssetsInputs>();
|
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_camera = FindObjectOfType<CinemachineVirtualCamera>();
|
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Debug.Assert(_camera != null, nameof(_camera) + " != null");
|
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_fovNormal = _camera.m_Lens.FieldOfView;
|
||||
|
@ -40,6 +40,5 @@ public class WeaponZoom : MonoBehaviour
|
|||
_input.MouseScale = _senseNormal;
|
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_camera.m_Lens.FieldOfView = _fovNormal;
|
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}
|
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|
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}
|
||||
}
|
Loading…
Reference in New Issue