2020-01-31 23:53:03 +00:00
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class WeaponManager : MonoBehaviour
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{
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public enum WeaponType { None, Shoot, Meele };
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public WeaponType weaponType = WeaponType.None;
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public float weaponRange = 1;
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2020-02-01 05:04:53 +00:00
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public GameObject spawnShoot;
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public GameObject particleShoot;
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2020-01-31 23:53:03 +00:00
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public float damage = 0;
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2020-02-01 05:04:53 +00:00
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public float fireRate = 0.5f;
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private float fireTime;
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2020-02-01 17:17:29 +00:00
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public Animator animator;
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2020-02-01 18:49:53 +00:00
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public PlayerManager player;
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2020-02-01 17:17:29 +00:00
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public bool hit = false;
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2020-01-31 23:53:03 +00:00
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// Start is called before the first frame update
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void Start()
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{
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2020-02-01 05:04:53 +00:00
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fireTime = fireRate;
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2020-01-31 23:53:03 +00:00
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}
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// Update is called once per frame
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void Update()
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{
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2020-02-01 05:04:53 +00:00
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WeaponAttack();
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2020-01-31 23:53:03 +00:00
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}
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2020-02-01 05:04:53 +00:00
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public void WeaponAttack()
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2020-01-31 23:53:03 +00:00
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{
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2020-02-01 05:04:53 +00:00
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if (Input.GetMouseButtonDown(0) && fireTime <= Time.time) {
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if (weaponType == WeaponType.Shoot)
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2020-01-31 23:53:03 +00:00
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{
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2020-02-01 18:49:53 +00:00
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if (particleShoot != null && player.ammo > 1)
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2020-02-01 05:04:53 +00:00
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{
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GameObject shoot = Instantiate(particleShoot, spawnShoot.transform.position, spawnShoot.transform.rotation);
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2020-02-01 18:49:53 +00:00
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player.ammo -= 2;
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2020-02-01 05:04:53 +00:00
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Destroy(shoot, 0.3f);
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2020-02-01 18:49:53 +00:00
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fireTime = fireRate + Time.time;
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2020-02-01 05:04:53 +00:00
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}
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2020-01-31 23:53:03 +00:00
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}
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2020-02-01 05:04:53 +00:00
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else if (weaponType == WeaponType.Meele)
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{
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2020-02-01 17:17:29 +00:00
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animator.ResetTrigger("Hit");
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animator.SetTrigger("Hit");
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2020-02-01 18:49:53 +00:00
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fireTime = fireRate + Time.time;
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2020-02-01 05:04:53 +00:00
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}
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2020-01-31 23:53:03 +00:00
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}
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}
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2020-02-01 17:17:29 +00:00
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void Hit_Enemy_Start()
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{
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hit = true;
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}
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void Hit_Enemy_End()
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{
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hit = false;
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}
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2020-01-31 23:53:03 +00:00
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}
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