initial weapons
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namespace Code.Gameplay.Weapons
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{
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public class AssaultRifle : WeaponBase
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{
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protected override void Awake()
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{
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base.Awake();
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weaponType = WeaponType.AssaultRifle;
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fireMode = FireMode.Automatic;
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}
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}
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: f211f8dc45884d2a9b2ff62f3e89da6f
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timeCreated: 1771856305
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@@ -0,0 +1,76 @@
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using UnityEngine;
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using Code.Gameplay.Core;
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namespace Code.Gameplay.Weapons
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{
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public class Bullet : MonoBehaviour
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{
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[SerializeField] private float lifeTime = 3f;
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[SerializeField] private LayerMask hitLayers = -1;
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[SerializeField] private GameObject impactEffect;
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[SerializeField] private AudioClip impactSound;
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private float _speed;
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private float _damage;
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private Vector3 _direction;
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private bool _isInitialized;
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private AudioSource _audioSource;
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public void Initialize(float speed, float damage, Vector3 direction)
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{
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_speed = speed;
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_damage = damage;
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_direction = direction.normalized;
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_isInitialized = true;
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_audioSource = GetComponent<AudioSource>();
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Destroy(gameObject, lifeTime);
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}
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private void Update()
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{
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if (!_isInitialized) return;
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transform.position += _direction * (_speed * Time.deltaTime);
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transform.rotation = Quaternion.LookRotation(_direction);
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if (Physics.Raycast(transform.position, _direction, out var hit, _speed * Time.deltaTime, hitLayers))
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{
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HitTarget(hit);
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}
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}
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private void HitTarget(RaycastHit hit)
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{
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var damageable = hit.collider.GetComponentInParent<IDamageable>();
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damageable?.TakeDamage(_damage);
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if (impactEffect != null)
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{
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Instantiate(impactEffect, hit.point, Quaternion.LookRotation(hit.normal));
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}
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if (impactSound != null && _audioSource != null)
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{
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_audioSource.PlayOneShot(impactSound);
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}
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Destroy(gameObject);
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}
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private void OnTriggerEnter(Collider other)
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{
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var damageable = other.GetComponentInParent<IDamageable>();
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damageable?.TakeDamage(_damage);
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if (impactEffect != null)
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{
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Instantiate(impactEffect, transform.position, Quaternion.identity);
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}
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Destroy(gameObject);
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}
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}
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 1cacd4ec13d3416db0148f5758966f0a
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timeCreated: 1771856241
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@@ -0,0 +1,9 @@
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namespace Code.Gameplay.Weapons
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{
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public enum FireMode
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{
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SemiAutomatic,
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Automatic,
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BoltAction
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}
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: d68015d7f9d94843a7dcfb0d1ddc4d4f
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timeCreated: 1771856216
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@@ -0,0 +1,12 @@
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namespace Code.Gameplay.Weapons
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{
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public class Pistol : WeaponBase
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{
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protected override void Awake()
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{
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base.Awake();
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weaponType = WeaponType.Pistol;
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fireMode = FireMode.SemiAutomatic;
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}
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}
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: a7a144ebf90447faadef43bde7844c84
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timeCreated: 1771856293
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@@ -0,0 +1,13 @@
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namespace Code.Gameplay.Weapons
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{
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public class Rifle : WeaponBase
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{
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protected override void Awake()
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{
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base.Awake();
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weaponType = WeaponType.Rifle;
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fireMode = FireMode.BoltAction;
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}
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}
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: c181bf00d2e4431c8fd029e8a6bffd83
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timeCreated: 1771856324
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@@ -0,0 +1,177 @@
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using System;
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using System.Collections;
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using Code.Gameplay.Camera;
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using UnityEngine;
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using Random = UnityEngine.Random;
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namespace Code.Gameplay.Weapons
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{
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public abstract class WeaponBase : MonoBehaviour
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{
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[SerializeField] protected WeaponType weaponType;
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[SerializeField] protected string weaponName;
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[SerializeField] protected FireMode fireMode;
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[SerializeField] protected float damage = 20f;
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[SerializeField] protected float fireRate = 0.5f;
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[SerializeField] protected float bulletSpeed = 50f;
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[SerializeField] protected int magazineSize = 10;
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[SerializeField] protected int currentAmmo;
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[SerializeField] protected int reserveAmmo = 30;
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[SerializeField] protected float reloadTime = 1.5f;
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[SerializeField] protected float spreadAngle = 1f;
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private Transform _firePoint;
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[SerializeField] protected GameObject bulletPrefab;
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[SerializeField] protected ParticleSystem muzzleFlash;
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[SerializeField] protected AudioClip shootSound;
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[SerializeField] protected AudioClip reloadSound;
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[SerializeField] protected AudioClip emptySound;
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protected AudioSource audioSource;
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protected bool isShooting;
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protected bool isReloading;
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protected float lastShotTime;
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public WeaponType Type => weaponType;
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public int CurrentAmmo => currentAmmo;
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public int ReserveAmmo => reserveAmmo;
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public int MagazineSize => magazineSize;
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public bool IsReloading => isReloading;
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protected virtual void Awake()
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{
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audioSource = GetComponent<AudioSource>();
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if (audioSource == null)
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audioSource = gameObject.AddComponent<AudioSource>();
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currentAmmo = magazineSize;
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}
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protected virtual void Start()
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{
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_firePoint = FindFirstObjectByType<CameraController>().transform;
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}
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public virtual void Shoot()
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{
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if (isReloading) return;
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if (currentAmmo <= 0)
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{
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PlayEmptySound();
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return;
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}
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if (Time.time - lastShotTime < fireRate)
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return;
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switch (fireMode)
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{
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case FireMode.SemiAutomatic:
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if (!isShooting) return;
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break;
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case FireMode.Automatic:
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break;
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case FireMode.BoltAction:
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if (!isShooting) return;
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StartCoroutine(BoltActionDelay());
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break;
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default:
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throw new ArgumentOutOfRangeException();
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}
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PerformShot();
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}
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protected virtual void PerformShot()
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{
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currentAmmo--;
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lastShotTime = Time.time;
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SpawnBullet();
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if (muzzleFlash != null)
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muzzleFlash.Play();
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if (shootSound != null)
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audioSource.PlayOneShot(shootSound);
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OnShoot();
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}
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protected virtual void SpawnBullet()
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{
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if (bulletPrefab == null) return;
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var spread = Random.insideUnitSphere * (spreadAngle / 100f);
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var direction = (_firePoint.forward + spread).normalized;
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var bullet = Instantiate(bulletPrefab, _firePoint.position, Quaternion.LookRotation(direction));
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var bulletComponent = bullet.GetComponent<Bullet>();
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if (bulletComponent != null)
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{
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bulletComponent.Initialize(bulletSpeed, damage, direction);
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}
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}
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protected virtual void OnShoot()
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{
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}
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public virtual void StartShooting()
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{
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isShooting = true;
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Shoot();
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}
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public virtual void StopShooting()
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{
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isShooting = false;
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}
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public virtual void Reload()
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{
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if (isReloading) return;
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if (reserveAmmo <= 0) return;
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if (currentAmmo == magazineSize) return;
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StartCoroutine(ReloadCoroutine());
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}
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protected virtual IEnumerator ReloadCoroutine()
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{
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isReloading = true;
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if (reloadSound != null)
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audioSource.PlayOneShot(reloadSound);
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yield return new WaitForSeconds(reloadTime);
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var ammoNeeded = magazineSize - currentAmmo;
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var ammoToTake = Mathf.Min(ammoNeeded, reserveAmmo);
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currentAmmo += ammoToTake;
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reserveAmmo -= ammoToTake;
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isReloading = false;
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}
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protected virtual void PlayEmptySound()
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{
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if (emptySound != null)
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audioSource.PlayOneShot(emptySound);
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}
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public virtual void AddAmmo(int amount)
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{
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reserveAmmo += amount;
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}
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protected virtual IEnumerator BoltActionDelay()
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{
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yield return new WaitForSeconds(reloadTime);
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}
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}
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: ea8f25ad07a74b75b439e057339b1d7e
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timeCreated: 1771856259
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@@ -0,0 +1,9 @@
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namespace Code.Gameplay.Weapons
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{
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public enum WeaponType
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{
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Pistol,
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AssaultRifle,
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Rifle
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}
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 582d1a42f0d543ec92a00b8e20c19520
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timeCreated: 1771856203
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