Weapon Switching

This commit is contained in:
Stedd 2022-10-24 21:57:15 +02:00
parent f624dace6d
commit 9277811681
9 changed files with 315 additions and 77 deletions

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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;
@ -12,37 +17,65 @@ 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()
{
_muzzleFlash.Play();
if (_muzzleFlash != null)
{
_muzzleFlash.Play();
}
}
private void ProcessHit()

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@ -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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@ -20,7 +20,7 @@ public class WeaponZoom : MonoBehaviour
private void OnEnable()
{
_input = GetComponent<StarterAssetsInputs>();
_input = GetComponentInParent<StarterAssetsInputs>();
_camera = FindObjectOfType<CinemachineVirtualCamera>();
Debug.Assert(_camera != null, nameof(_camera) + " != null");
_fovNormal = _camera.m_Lens.FieldOfView;
@ -40,6 +40,5 @@ public class WeaponZoom : MonoBehaviour
_input.MouseScale = _senseNormal;
_camera.m_Lens.FieldOfView = _fovNormal;
}
}
}