test
testing
This commit is contained in:
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using UnityEngine;
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using System.Collections;
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public class WeaponController : MonoBehaviour {
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public enum Type {Sniper, Rifle, Automatic, Knife}
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public Type type;
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public float animSpeed = 1;
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public float fireRate = 0.1f;
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float nextFire = 0;
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// Use this for initialization
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void Awake () {
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if(type == Type.Sniper){
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animation["Reload_1_3"].wrapMode = WrapMode.Once;
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animation["Reload_2_3"].wrapMode = WrapMode.Once;
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animation["Reload_3_3"].wrapMode = WrapMode.Once;
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}
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if(type == Type.Rifle){
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animation["Reload"].wrapMode = WrapMode.Once;
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}
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animation["Fire"].wrapMode = WrapMode.Once;
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animation["Idle"].wrapMode = WrapMode.Once;
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animation["TakeIn"].wrapMode = WrapMode.Once;
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animation["TakeOut"].wrapMode = WrapMode.Once;
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//animation.Play("Idle");
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}
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// Update is called once per frame
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void Update () {
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if(Input.GetKeyDown(KeyCode.R)){
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if(type == Type.Sniper){
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SniperReload();
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}
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if(type == Type.Rifle || type == Type.Automatic){
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RifleReload();
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}
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}
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if(type != Type.Automatic){
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if(Input.GetMouseButtonDown(0)&&Time.time > nextFire){
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nextFire = Time.time + fireRate;
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animation.Rewind("Fire");
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AnimationState fire = animation.CrossFadeQueued("Fire");
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fire.speed = animSpeed;
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}
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}else{
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if(Input.GetMouseButton(0)&&Time.time > nextFire){
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nextFire = Time.time + fireRate;
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animation.Rewind("Fire");
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animation.CrossFade("Fire");
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animation["Fire"].speed = animSpeed;
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}
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}
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}
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void RifleReload(){
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AnimationState newReload = animation.CrossFadeQueued("Reload");
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newReload.speed = animSpeed;
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}
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void SniperReload(){
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AnimationState newReload1 = animation.CrossFadeQueued("Reload_1_3");
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newReload1.speed = animSpeed;
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//4 is number of bullets to reload
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for(int i = 0; i < 4; i++){
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AnimationState newReload2 = animation.CrossFadeQueued("Reload_2_3");
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newReload2.speed = animSpeed;
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}
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AnimationState newReload3 = animation.CrossFadeQueued("Reload_3_3");
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newReload3.speed = animSpeed;
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}
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void TakeIn(){
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animation.Play("TakeIn");
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animation["TakeIn"].speed = animSpeed;
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}
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void TakeOut(){
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animation.CrossFade("TakeOut");
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animation["TakeOut"].speed = animSpeed;
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}
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}
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+8
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fileFormatVersion: 2
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guid: bdbd684ec89d84f44b18233c99c3e849
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MonoImporter:
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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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+72
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using UnityEngine;
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using System.Collections;
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using System.Collections.Generic;
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public class WeaponSwitcher : MonoBehaviour {
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public GUISkin guiStyle;
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public List<GameObject> weapons;
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public float switchTime = 1;
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int weapIndex = 0;
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// Use this for initialization
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void Start () {
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//Deactivate all weapons before start
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for(int i = 0; i < weapons.Count; i ++){
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weapons[i].SetActiveRecursively(false);
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}
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weapons[weapIndex].SetActiveRecursively(true);
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weapons[weapIndex].SendMessage("TakeIn");
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}
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// Update is called once per frame
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void Update () {
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//Previous weapon
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if(Input.GetKeyDown(KeyCode.Alpha1)){
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StartCoroutine(prevWeap(switchTime));
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}
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//Next weapon
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if(Input.GetKeyDown(KeyCode.Alpha2)){
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StartCoroutine(nextWeap(switchTime));
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}
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}
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public IEnumerator prevWeap(float timer){
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weapons[weapIndex].SendMessage("TakeOut");
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yield return new WaitForSeconds(timer);
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if(weapIndex > 0){
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weapons[weapIndex].SetActiveRecursively(false);
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weapIndex--;
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weapons[weapIndex].SetActiveRecursively(true);
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}else{
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weapons[weapIndex].SetActiveRecursively(false);
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weapIndex = weapons.Count-1;
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weapons[weapIndex].SetActiveRecursively(true);
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}
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weapons[weapIndex].SendMessage("TakeIn");
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}
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public IEnumerator nextWeap(float timer){
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weapons[weapIndex].SendMessage("TakeOut");
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yield return new WaitForSeconds(timer);
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if(weapIndex < weapons.Count-1){
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weapons[weapIndex].SetActiveRecursively(false);
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weapIndex++;
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weapons[weapIndex].SetActiveRecursively(true);
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}else{
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weapons[weapIndex].SetActiveRecursively(false);
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weapIndex = 0;
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weapons[weapIndex].SetActiveRecursively(true);
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}
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weapons[weapIndex].SendMessage("TakeIn");
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}
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void OnGUI(){
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GUI.skin = guiStyle;
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GUI.Label(new Rect(5, 5, 500, 20), "[ " + (weapIndex+1).ToString() + " / " + weapons.Count + " ]" + " : " + weapons[weapIndex].name);
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GUI.Label(new Rect(Screen.width-205, 5, 500, 20), "1 - Previous Weapon");
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GUI.Label(new Rect(Screen.width-205, 25, 500, 20), "2 - Next Weapon");
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GUI.Label(new Rect(Screen.width-205, 45, 500, 20), "LMB - Play Fire Animation");
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GUI.Label(new Rect(Screen.width-205, 65, 500, 20), "R - Play Reload Animation");
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}
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}
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+8
@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 8896e6d255b64e54f9a3837d389f36a2
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MonoImporter:
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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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