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GunSystem.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class GunSystem : MonoBehaviour
{
public float damage = 10f;
public float range = 100f;
public float fireRate = 15;
public GameObject fpsCam; //The Point Of Shooting
public GameObject impactEffect; //Bullet Impact Effect
public GameObject bulletCasing; //Eject Used Casing
public Transform casinglocation; //Where The Casing Gets Ejected
public AudioSource weaponSound; //Weapon Sound Effect
public AudioSource noAmmoSound; //Empty Gun Sound
public AudioSource reloadSound; //Reload Sound
public Animator anim; //Animations For Weapons
public Vector3 reloading; //New Position For Reload
public float reloadTime = 3; //Time It Takes To Reload
public Vector3 upRecoil; //New Position For Recoil
Vector3 originalRotation; //Original Position
public float amount; //Swaying Min Amount
public float maxAmount; //Swaying Max Amount
public float smoothAmount; //Smooth Time For Swaying
private Vector3 initialPosition; //Original Position Before Swaying
// public GameObject ammoText; //Ammo Text
private int currentAmmo; //The Current Ammo In Weapon
public int magazineSize = 10; //How Much Ammo Is In Each Mag
public int ammoCache = 20; //How Much Ammo Is In Your Cache (Storage)
private int maxAmmo; //Max Ammo Is Private MaxAmmo = Mag Size
private int ammoNeeded; //Ammo Counter For How Much Is Needed, You Shoot 5 Bullets, You Need 5
public bool semi; //Is the Weapon Semi
public bool auto; //Is The Weapon Auto
public bool melee; //Is The Weapon Melee
//There Can Be A Bug Where The Casing Goes Reversed, These Two Bools Will Fix It:
public bool casingForward; //Get Correct Orientation Of Casings
public bool casingBackwards; //Get Correct Orientation Of Casings
private bool isreloading; //Is The Weapon Reloading
private bool canShoot; //Is The Weapon Able To Be Shot
private float nextTimeToFire = 0f; //How Much Time Must Pass Before Shooting/Meleeing Again
//Start Function To Ensure Theres No Bugs:
void Start()
{
currentAmmo = magazineSize;
maxAmmo = magazineSize;
isreloading = false;
canShoot = true;
originalRotation = transform.localEulerAngles;
initialPosition = transform.localPosition;
}
void Update()
{
//For Semi Auto Weapons:
if (Input.GetButtonDown("Fire1") && Time.time >= nextTimeToFire && semi && magazineSize > 0 && canShoot)
{
AddRecoil();
nextTimeToFire = Time.time + 1f / fireRate;
anim.SetBool("shoot", true);
Invoke("setboolback", .5f);
Shoot();
}
//For Weapons With Melee:
if (Input.GetButtonDown("Fire1") && Time.time >= nextTimeToFire && melee)
{
nextTimeToFire = Time.time + 1f / fireRate;
anim.SetBool("melee", true);
Invoke("setboolback", .5f);
Melee();
}
//For Auto Weapons:
if (Input.GetButton("Fire1") && Time.time >= nextTimeToFire && magazineSize > 0 && auto && canShoot)
{
nextTimeToFire = Time.time + 1f / fireRate;
anim.SetBool("shoot", true);
Invoke("setboolback", .5f);
AddRecoilAuto();
Shoot();
}
//Checks For 0 Ammo:
if (Input.GetButton("Fire1") && magazineSize == 0)
{
noAmmoSound.Play();
}
else if(Input.GetButtonUp("Fire1") && canShoot)
{
StopRecoil();
}
//Changeing Animation Weapon Ammo 0:
if (magazineSize == 0)
{
// ammoText.GetComponent<Text>().text = "Reload" ;
anim.SetBool("empty", true);
}
if (magazineSize > 0)
{
anim.SetBool("empty", false);
}
//Reloading:
if (Input.GetButtonDown("reload") && magazineSize == 0 && ammoCache > 0)
{
canShoot = false;
ammoCache -= ammoNeeded;
magazineSize += ammoNeeded;
ammoNeeded -= ammoNeeded;
isreloading = true;
StartCoroutine(ReloadTimer());
}
//Stops Bugs With Pressing Reload More Than Once:
else if(isreloading)
{
return;
}
//Doesnt Reload If Cache Is 0:
if (Input.GetButtonDown("reload") && ammoCache == 0)
{
return;
}
//Tells Our Text Object What To Say:
// ammoText.GetComponent<Text>().text = magazineSize + " / " + ammoCache;
//Our Swaying Function Being Put To Action:
float movementX = -Input.GetAxis("Mouse X") * amount;
float movementY = -Input.GetAxis("Mouse Y") * amount;
movementX = Mathf.Clamp(movementX, -maxAmount, maxAmount);
movementY = Mathf.Clamp(movementY, -maxAmount, maxAmount);
//Making Sure The Sway Goes Back To Original Postion:
Vector3 finalPosition = new Vector3(movementX, movementY, 0);
transform.localPosition = Vector3.Lerp(transform.localPosition, finalPosition + initialPosition, Time.deltaTime * smoothAmount);
}
//If Our Weapon Is A Gun:
void Shoot()
{
RaycastHit hit;
if (Physics.Raycast(fpsCam.transform.position, fpsCam.transform.forward, out hit, range)) ;
{
ammoNeeded++;
weaponSound.Play();
Target target = hit.transform.GetComponent<Target>();
if (target != null)
{
target.TakeDamage(damage);
}
GameObject impactOB = Instantiate(impactEffect, hit.point, Quaternion.LookRotation(hit.normal));
Destroy(impactOB, 2f);
}
}
//If Our Weapon Is Melee:
void Melee()
{
weaponSound.Play();
RaycastHit hit;
if (Physics.Raycast(fpsCam.transform.position, fpsCam.transform.forward, out hit, range)) ;
Target target = hit.transform.GetComponent<Target>();
if (target != null)
{
target.TakeDamage(damage);
}
}
//Setting Animation Bools Back To Normal:
public void setboolback()
{
anim.SetBool("shoot", false);
anim.SetBool("melee", false);
}
//Adding Recoil Postion When Shot Semi Weapons:
public void AddRecoil()
{
if (canShoot)
{
transform.localEulerAngles += upRecoil;
StartCoroutine(StopRecoilSemi());
}
}
//Adding Recoil Postion When Shot Auto Weapons:
public void AddRecoilAuto()
{
if (canShoot)
{
transform.localEulerAngles += upRecoil;
StartCoroutine(StopRecoilSemi());
}
}
//Stopping Recoil:
public void StopRecoil()
{
transform.localEulerAngles = originalRotation;
}
//Stopping Recoil (Fixing Bugs)
IEnumerator StopRecoilSemi()
{
yield return new WaitForSeconds(.1f);
transform.localEulerAngles = originalRotation;
}
//Our Reload Timer:
IEnumerator ReloadTimer()
{
reloadSound.Play();
transform.localEulerAngles += reloading;
yield return new WaitForSeconds(reloadTime);
isreloading = false;
canShoot = true;
transform.localEulerAngles = originalRotation;
}
}