Move Raygun to it's own prefab, create item, and rename Sniper to Raygun
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Assets/Items/Raygun.prefab
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399
Assets/Items/Raygun.prefab
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8
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8
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16
Assets/Scripts/Items/Item.cs
Normal file
16
Assets/Scripts/Items/Item.cs
Normal file
@ -0,0 +1,16 @@
|
|||||||
|
|
||||||
|
using UnityEngine;
|
||||||
|
using NeonTea.Quakeball.Players;
|
||||||
|
|
||||||
|
namespace NeonTea.Quakeball.Items {
|
||||||
|
public abstract class Item : MonoBehaviour {
|
||||||
|
|
||||||
|
public abstract float Cooldown { get; }
|
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|
public abstract Animator Animator { get; }
|
||||||
|
|
||||||
|
public abstract void Shoot(Player source);
|
||||||
|
public abstract void OnSwitched();
|
||||||
|
public abstract void OnSwitchedOut();
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
11
Assets/Scripts/Items/Item.cs.meta
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11
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79
Assets/Scripts/Items/Raygun.cs
Normal file
79
Assets/Scripts/Items/Raygun.cs
Normal file
@ -0,0 +1,79 @@
|
|||||||
|
|
||||||
|
using UnityEngine;
|
||||||
|
using NeonTea.Quakeball.Players;
|
||||||
|
using NeonTea.Quakeball.Audio;
|
||||||
|
using NeonTea.Quakeball.Combat;
|
||||||
|
using NeonTea.Quakeball.Networking;
|
||||||
|
using NeonTea.Quakeball.Networking.Instances;
|
||||||
|
|
||||||
|
namespace NeonTea.Quakeball.Items {
|
||||||
|
public class Raygun : Item {
|
||||||
|
|
||||||
|
public override float Cooldown => RaygunCooldown;
|
||||||
|
public override Animator Animator => RaygunAnimator;
|
||||||
|
|
||||||
|
public float RaygunCooldown = 1;
|
||||||
|
|
||||||
|
[Header("Visuals")]
|
||||||
|
public GameObject LaserPrefab;
|
||||||
|
public Animator RaygunAnimator;
|
||||||
|
|
||||||
|
[Header("Shooting details")]
|
||||||
|
public Transform BulletSourcePoint;
|
||||||
|
public LayerMask BulletHitLayer;
|
||||||
|
public LayerMask BulletPassLayer;
|
||||||
|
|
||||||
|
[Header("Audio")]
|
||||||
|
public AudioSource GunShotAudioSource;
|
||||||
|
public AudioClip RaygunClip;
|
||||||
|
|
||||||
|
public override void Shoot(Player source) {
|
||||||
|
Vector3 GunPoint = BulletSourcePoint.position;
|
||||||
|
Vector3 ShotDelta = source.CameraRoot.forward * 1000f;
|
||||||
|
|
||||||
|
Vector3 From = source.CameraRoot.position;
|
||||||
|
Vector3 Direction = source.CameraRoot.forward;
|
||||||
|
RaycastHit[] Hits = Physics.RaycastAll(From, Direction, 1000f, BulletHitLayer | BulletPassLayer);
|
||||||
|
System.Array.Sort(Hits, (a, b) => { return a.distance.CompareTo(b.distance); });
|
||||||
|
foreach (RaycastHit Hit in Hits) {
|
||||||
|
ShotDelta = Hit.point - GunPoint;
|
||||||
|
Player Player = Hit.rigidbody != null ? Hit.rigidbody.GetComponent<Player>() : null;
|
||||||
|
if (Player == source) {
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
if (((1 << Hit.collider.gameObject.layer) & BulletPassLayer) != 0) {
|
||||||
|
ImpactSound ImpactSound = Hit.collider.GetComponent<ImpactSound>();
|
||||||
|
if (ImpactSound != null) {
|
||||||
|
ImpactSound.PlayAt(Hit.point);
|
||||||
|
}
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
if (Player != null) {
|
||||||
|
if (Net.Singleton.Instance is Server) {
|
||||||
|
((Server)Net.Singleton.Instance).SendHit(Player.NetId, Player.NetId);
|
||||||
|
Player.Hit(Player.NetId);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
RaygunAnimator.SetBool("Shot", true);
|
||||||
|
GameObject LaserEffect = Instantiate(LaserPrefab);
|
||||||
|
Laser Laser = LaserEffect.GetComponent<Laser>();
|
||||||
|
Laser.From = GunPoint;
|
||||||
|
Laser.To = GunPoint + ShotDelta;
|
||||||
|
|
||||||
|
GunShotAudioSource.PlayOneShot(RaygunClip);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void LateUpdate() {
|
||||||
|
RaygunAnimator.SetBool("Shot", false);
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void OnSwitched() {
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void OnSwitchedOut() {
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
11
Assets/Scripts/Items/Raygun.cs.meta
Normal file
11
Assets/Scripts/Items/Raygun.cs.meta
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 65eee2dbd7da6664dbbe31e2c926fdba
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
@ -7,6 +7,7 @@ using NeonTea.Quakeball.Combat;
|
|||||||
using NeonTea.Quakeball.Interface;
|
using NeonTea.Quakeball.Interface;
|
||||||
using NeonTea.Quakeball.Animation;
|
using NeonTea.Quakeball.Animation;
|
||||||
using NeonTea.Quakeball.Audio;
|
using NeonTea.Quakeball.Audio;
|
||||||
|
using NeonTea.Quakeball.Items;
|
||||||
|
|
||||||
namespace NeonTea.Quakeball.Players {
|
namespace NeonTea.Quakeball.Players {
|
||||||
/// <summary>The central glue class for players (both local and remote).</summary>
|
/// <summary>The central glue class for players (both local and remote).</summary>
|
||||||
@ -19,8 +20,7 @@ namespace NeonTea.Quakeball.Players {
|
|||||||
public float PingBias;
|
public float PingBias;
|
||||||
|
|
||||||
public MoveStyle[] MoveStyles;
|
public MoveStyle[] MoveStyles;
|
||||||
public Transform Gun;
|
public Item Gun;
|
||||||
public Animator GunAnimator;
|
|
||||||
|
|
||||||
public SoldierProceduralAnimator SoldierProceduralAnimator;
|
public SoldierProceduralAnimator SoldierProceduralAnimator;
|
||||||
|
|
||||||
@ -30,22 +30,15 @@ namespace NeonTea.Quakeball.Players {
|
|||||||
[Header("Shooting")]
|
[Header("Shooting")]
|
||||||
[Tooltip("For raycasting the shoot target.")]
|
[Tooltip("For raycasting the shoot target.")]
|
||||||
public Transform CameraRoot;
|
public Transform CameraRoot;
|
||||||
public Transform BulletSourcePoint;
|
|
||||||
public LayerMask BulletHitLayer;
|
|
||||||
public LayerMask BulletPassLayer;
|
|
||||||
public float Cooldown;
|
|
||||||
|
|
||||||
[Header("Visuals")]
|
[Header("Visuals")]
|
||||||
public float LerpedDesyncDistance;
|
public float LerpedDesyncDistance;
|
||||||
public DesyncLerper[] Lerpables;
|
public DesyncLerper[] Lerpables;
|
||||||
public float Lean;
|
public float Lean;
|
||||||
public GameObject LaserPrefab;
|
|
||||||
|
|
||||||
public ParticleSystem Splatter;
|
public ParticleSystem Splatter;
|
||||||
|
|
||||||
[Header("Audio")]
|
[Header("Audio")]
|
||||||
public AudioSource GunShotAudioSource;
|
|
||||||
public AudioClip RaygunClip;
|
|
||||||
public AudioSource HitAudioSource;
|
public AudioSource HitAudioSource;
|
||||||
public AudioSource LocalHitAudioSource;
|
public AudioSource LocalHitAudioSource;
|
||||||
|
|
||||||
@ -96,7 +89,7 @@ namespace NeonTea.Quakeball.Players {
|
|||||||
private CharacterController CharacterController;
|
private CharacterController CharacterController;
|
||||||
private Vector3 FeetPosition;
|
private Vector3 FeetPosition;
|
||||||
|
|
||||||
private float LastShot;
|
private float NextAllowedShot;
|
||||||
private float TimeofDeath;
|
private float TimeofDeath;
|
||||||
|
|
||||||
/// <summary>Creates a PlayerUpdatePckt representing this Player's current status, for sending to other peers.</summary>
|
/// <summary>Creates a PlayerUpdatePckt representing this Player's current status, for sending to other peers.</summary>
|
||||||
@ -154,51 +147,16 @@ namespace NeonTea.Quakeball.Players {
|
|||||||
}
|
}
|
||||||
|
|
||||||
public void Shoot() {
|
public void Shoot() {
|
||||||
float delta = Time.time - LastShot;
|
float next = NextAllowedShot;
|
||||||
if (Net.Singleton.Instance is Server) {
|
if (Net.Singleton.Instance is Server) {
|
||||||
float ping = ((Server)Net.Singleton.Instance).Players[NetId].Ping;
|
float ping = ((Server)Net.Singleton.Instance).Players[NetId].Ping;
|
||||||
delta += ping;
|
next -= ping;
|
||||||
}
|
}
|
||||||
if (delta < Cooldown) {
|
if (Time.time < next) {
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
LastShot = Time.time;
|
NextAllowedShot = Time.time + Gun.Cooldown;
|
||||||
Vector3 GunPoint = BulletSourcePoint.position;
|
Gun.Shoot(this);
|
||||||
Vector3 ShotDelta = CameraRoot.forward * 1000f;
|
|
||||||
|
|
||||||
Vector3 From = CameraRoot.position;
|
|
||||||
Vector3 Direction = CameraRoot.forward;
|
|
||||||
RaycastHit[] Hits = Physics.RaycastAll(From, Direction, 1000f, BulletHitLayer | BulletPassLayer);
|
|
||||||
System.Array.Sort(Hits, (a, b) => { return a.distance.CompareTo(b.distance); });
|
|
||||||
foreach (RaycastHit Hit in Hits) {
|
|
||||||
ShotDelta = Hit.point - GunPoint;
|
|
||||||
Player Player = Hit.rigidbody != null ? Hit.rigidbody.GetComponent<Player>() : null;
|
|
||||||
if (Player == this) {
|
|
||||||
continue;
|
|
||||||
}
|
|
||||||
if (((1 << Hit.collider.gameObject.layer) & BulletPassLayer) != 0) {
|
|
||||||
ImpactSound ImpactSound = Hit.collider.GetComponent<ImpactSound>();
|
|
||||||
if (ImpactSound != null) {
|
|
||||||
ImpactSound.PlayAt(Hit.point);
|
|
||||||
}
|
|
||||||
continue;
|
|
||||||
}
|
|
||||||
if (Player != null) {
|
|
||||||
if (Net.Singleton.Instance is Server) {
|
|
||||||
((Server)Net.Singleton.Instance).SendHit(NetId, Player.NetId);
|
|
||||||
Player.Hit(NetId);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
|
|
||||||
GunAnimator.SetBool("Shot", true);
|
|
||||||
GameObject LaserEffect = Instantiate(LaserPrefab);
|
|
||||||
Laser Laser = LaserEffect.GetComponent<Laser>();
|
|
||||||
Laser.From = GunPoint;
|
|
||||||
Laser.To = GunPoint + ShotDelta;
|
|
||||||
|
|
||||||
GunShotAudioSource.PlayOneShot(RaygunClip);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public void Hit(ulong sourceUid) {
|
public void Hit(ulong sourceUid) {
|
||||||
@ -276,7 +234,6 @@ namespace NeonTea.Quakeball.Players {
|
|||||||
if (GameObject.FindObjectOfType<Util.PhysicsSyncer>() == null) {
|
if (GameObject.FindObjectOfType<Util.PhysicsSyncer>() == null) {
|
||||||
Debug.LogWarning("Player.Awake: There is no PhysicsSyncer in this scene! Some code will not work as expected.");
|
Debug.LogWarning("Player.Awake: There is no PhysicsSyncer in this scene! Some code will not work as expected.");
|
||||||
}
|
}
|
||||||
LastShot = Time.time - Cooldown;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
private void Update() {
|
private void Update() {
|
||||||
@ -292,7 +249,6 @@ namespace NeonTea.Quakeball.Players {
|
|||||||
}
|
}
|
||||||
|
|
||||||
private void LateUpdate() {
|
private void LateUpdate() {
|
||||||
GunAnimator.SetBool("Shot", false);
|
|
||||||
UpdateMovement();
|
UpdateMovement();
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -345,7 +301,8 @@ namespace NeonTea.Quakeball.Players {
|
|||||||
}
|
}
|
||||||
|
|
||||||
float TargetBobbiness = Grounded ? GroundVelocity.magnitude / MoveStyle.TargetVelocity : 0;
|
float TargetBobbiness = Grounded ? GroundVelocity.magnitude / MoveStyle.TargetVelocity : 0;
|
||||||
GunAnimator.SetLayerWeight(1, Mathf.Lerp(GunAnimator.GetLayerWeight(1), TargetBobbiness, 10f * Time.deltaTime));
|
|
||||||
|
Gun.Animator.SetLayerWeight(1, Mathf.Lerp(Gun.Animator.GetLayerWeight(1), TargetBobbiness, 10f * Time.deltaTime));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
Loading…
Reference in New Issue
Block a user