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Commit 36fc63f5 authored by Sofiane Lasri's avatar Sofiane Lasri
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Ajout des sons et des particules

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...@@ -24,7 +24,7 @@ ...@@ -24,7 +24,7 @@
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...@@ -218,7 +236,7 @@ ...@@ -218,7 +236,7 @@
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using UnityEngine; using UnityEngine;
using UnityEngine.InputSystem; using UnityEngine.InputSystem;
using Weapons;
namespace Player.FirstPersonController namespace Player.FirstPersonController
{ {
...@@ -14,6 +15,9 @@ namespace Player.FirstPersonController ...@@ -14,6 +15,9 @@ namespace Player.FirstPersonController
private InputAction _jumpAction; private InputAction _jumpAction;
private InputAction _crouchAction; private InputAction _crouchAction;
private InputAction _interactAction; private InputAction _interactAction;
private InputAction _shootAction;
private InputAction _reloadAction;
private InputAction _changeWeaponAction;
private Vector2 _movementAxis; private Vector2 _movementAxis;
private Vector2 _lookAxis; private Vector2 _lookAxis;
private bool _runningBtn; private bool _runningBtn;
...@@ -49,11 +53,13 @@ namespace Player.FirstPersonController ...@@ -49,11 +53,13 @@ namespace Player.FirstPersonController
private Vector3 _cameraForward; private Vector3 _cameraForward;
private Vector3 _cameraRight; private Vector3 _cameraRight;
private Quaternion _rotation; private Quaternion _rotation;
private Weapon[] _weapons;
private int _currentWeaponIndex;
//Awake is called when the script instance is being loaded. //Awake is called when the script instance is being loaded.
void Awake() void Awake()
{ {
_playerInput = GetComponentInParent<PlayerInput>(); _playerInput = GetComponent<PlayerInput>();
_moveAction = _playerInput.currentActionMap.FindAction("Move"); _moveAction = _playerInput.currentActionMap.FindAction("Move");
_moveAction.performed += ctx => _movementAxis = ctx.ReadValue<Vector2>(); _moveAction.performed += ctx => _movementAxis = ctx.ReadValue<Vector2>();
_moveAction.canceled += _ => _movementAxis = Vector2.zero; _moveAction.canceled += _ => _movementAxis = Vector2.zero;
...@@ -74,6 +80,16 @@ namespace Player.FirstPersonController ...@@ -74,6 +80,16 @@ namespace Player.FirstPersonController
_interactAction = _playerInput.currentActionMap.FindAction("Interact"); _interactAction = _playerInput.currentActionMap.FindAction("Interact");
_interactAction.started += _ => Interact(); _interactAction.started += _ => Interact();
// Weapons
_shootAction = _playerInput.currentActionMap.FindAction("Shoot");
_shootAction.started += _ => Shoot();
_reloadAction = _playerInput.currentActionMap.FindAction("Reload");
_reloadAction.started += _ => Reload();
_changeWeaponAction = _playerInput.currentActionMap.FindAction("Change Weapon");
_changeWeaponAction.started += ctx => ChangeWeapon(ctx.ReadValue<int>());
} }
// Start is called before the first frame update // Start is called before the first frame update
...@@ -88,6 +104,15 @@ namespace Player.FirstPersonController ...@@ -88,6 +104,15 @@ namespace Player.FirstPersonController
_camera = GameObject.Find("Player Camera"); _camera = GameObject.Find("Player Camera");
_rotation = transform.rotation; _rotation = transform.rotation;
GameObject weaponsContainer = GameObject.Find("Weapons");
_weapons = weaponsContainer.GetComponentsInChildren<Weapon>();
for (int i = 0; i < _weapons.Length; i++)
{
if(i>0)
_weapons[i].gameObject.SetActive(false);
}
_currentWeaponIndex = 0;
} }
// Update is called once per frame // Update is called once per frame
...@@ -196,5 +221,34 @@ namespace Player.FirstPersonController ...@@ -196,5 +221,34 @@ namespace Player.FirstPersonController
{ {
Debug.Log("Interact"); Debug.Log("Interact");
} }
// Weapon
private void ChangeWeapon(int buttonValue)
{
int index;
if(buttonValue == 1)
index = _currentWeaponIndex + 1;
else
index = _currentWeaponIndex - 1;
if(index < 0)
index = _weapons.Length - 1;
else if(index >= _weapons.Length)
index = 0;
_weapons[_currentWeaponIndex].gameObject.SetActive(false);
_currentWeaponIndex = index;
_weapons[_currentWeaponIndex].gameObject.SetActive(true);
}
private void Shoot()
{
_weapons[_currentWeaponIndex].Shoot();
}
private void Reload()
{
_weapons[_currentWeaponIndex].Reload();
}
} }
} }
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using UnityEngine;
namespace Weapons
{
public class Weapon : MonoBehaviour
{
// Stats
[SerializeField] private float _damage;
[SerializeField] private float _range;
[SerializeField] private float _fireRate;
[SerializeField] private float _reloadTime;
[SerializeField] private float _bulletSpeed;
[SerializeField] private float _bulletLifeTime;
[SerializeField] private float _bulletType;
[SerializeField] private int _chargerMaxAmmo;
[SerializeField] private int _chargerCurrentAmmo;
[SerializeField] private int _chargersLeft;
// Sons
[SerializeField] private AudioClip[] _shootSounds;
[SerializeField] private AudioClip _reloadSound;
[SerializeField] private AudioClip _emptySound;
// Modèles 3D
[SerializeField] private GameObject _bulletPrefab;
[SerializeField] private GameObject _muzzleFlashPrefab;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
public void Shoot()
{
}
public void Reload()
{
}
}
}
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