initial weapons
This commit is contained in:
1 parent
b87010d2e5
commit
afcd8761e6
66 files changed
+6388
-49
No files matched your search
@@ -0,0 +1,177 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using Code.Gameplay.Camera;
|
||||
using UnityEngine;
|
||||
using Random = UnityEngine.Random;
|
||||
|
||||
namespace Code.Gameplay.Weapons
|
||||
{
|
||||
public abstract class WeaponBase : MonoBehaviour
|
||||
{
|
||||
[SerializeField] protected WeaponType weaponType;
|
||||
[SerializeField] protected string weaponName;
|
||||
[SerializeField] protected FireMode fireMode;
|
||||
|
||||
[SerializeField] protected float damage = 20f;
|
||||
[SerializeField] protected float fireRate = 0.5f;
|
||||
[SerializeField] protected float bulletSpeed = 50f;
|
||||
[SerializeField] protected int magazineSize = 10;
|
||||
[SerializeField] protected int currentAmmo;
|
||||
[SerializeField] protected int reserveAmmo = 30;
|
||||
[SerializeField] protected float reloadTime = 1.5f;
|
||||
[SerializeField] protected float spreadAngle = 1f;
|
||||
|
||||
private Transform _firePoint;
|
||||
[SerializeField] protected GameObject bulletPrefab;
|
||||
[SerializeField] protected ParticleSystem muzzleFlash;
|
||||
[SerializeField] protected AudioClip shootSound;
|
||||
[SerializeField] protected AudioClip reloadSound;
|
||||
[SerializeField] protected AudioClip emptySound;
|
||||
|
||||
protected AudioSource audioSource;
|
||||
protected bool isShooting;
|
||||
protected bool isReloading;
|
||||
protected float lastShotTime;
|
||||
|
||||
public WeaponType Type => weaponType;
|
||||
public int CurrentAmmo => currentAmmo;
|
||||
public int ReserveAmmo => reserveAmmo;
|
||||
public int MagazineSize => magazineSize;
|
||||
public bool IsReloading => isReloading;
|
||||
|
||||
protected virtual void Awake()
|
||||
{
|
||||
audioSource = GetComponent<AudioSource>();
|
||||
if (audioSource == null)
|
||||
audioSource = gameObject.AddComponent<AudioSource>();
|
||||
|
||||
currentAmmo = magazineSize;
|
||||
}
|
||||
|
||||
protected virtual void Start()
|
||||
{
|
||||
_firePoint = FindFirstObjectByType<CameraController>().transform;
|
||||
}
|
||||
|
||||
public virtual void Shoot()
|
||||
{
|
||||
if (isReloading) return;
|
||||
if (currentAmmo <= 0)
|
||||
{
|
||||
PlayEmptySound();
|
||||
return;
|
||||
}
|
||||
|
||||
if (Time.time - lastShotTime < fireRate)
|
||||
return;
|
||||
|
||||
switch (fireMode)
|
||||
{
|
||||
case FireMode.SemiAutomatic:
|
||||
if (!isShooting) return;
|
||||
break;
|
||||
case FireMode.Automatic:
|
||||
break;
|
||||
case FireMode.BoltAction:
|
||||
if (!isShooting) return;
|
||||
StartCoroutine(BoltActionDelay());
|
||||
break;
|
||||
default:
|
||||
throw new ArgumentOutOfRangeException();
|
||||
}
|
||||
|
||||
PerformShot();
|
||||
}
|
||||
|
||||
protected virtual void PerformShot()
|
||||
{
|
||||
currentAmmo--;
|
||||
lastShotTime = Time.time;
|
||||
|
||||
SpawnBullet();
|
||||
|
||||
if (muzzleFlash != null)
|
||||
muzzleFlash.Play();
|
||||
|
||||
if (shootSound != null)
|
||||
audioSource.PlayOneShot(shootSound);
|
||||
|
||||
OnShoot();
|
||||
}
|
||||
|
||||
protected virtual void SpawnBullet()
|
||||
{
|
||||
if (bulletPrefab == null) return;
|
||||
|
||||
var spread = Random.insideUnitSphere * (spreadAngle / 100f);
|
||||
var direction = (_firePoint.forward + spread).normalized;
|
||||
|
||||
var bullet = Instantiate(bulletPrefab, _firePoint.position, Quaternion.LookRotation(direction));
|
||||
var bulletComponent = bullet.GetComponent<Bullet>();
|
||||
|
||||
if (bulletComponent != null)
|
||||
{
|
||||
bulletComponent.Initialize(bulletSpeed, damage, direction);
|
||||
}
|
||||
}
|
||||
|
||||
protected virtual void OnShoot()
|
||||
{
|
||||
}
|
||||
|
||||
public virtual void StartShooting()
|
||||
{
|
||||
isShooting = true;
|
||||
|
||||
Shoot();
|
||||
}
|
||||
|
||||
public virtual void StopShooting()
|
||||
{
|
||||
isShooting = false;
|
||||
}
|
||||
|
||||
public virtual void Reload()
|
||||
{
|
||||
if (isReloading) return;
|
||||
if (reserveAmmo <= 0) return;
|
||||
if (currentAmmo == magazineSize) return;
|
||||
|
||||
StartCoroutine(ReloadCoroutine());
|
||||
}
|
||||
|
||||
protected virtual IEnumerator ReloadCoroutine()
|
||||
{
|
||||
isReloading = true;
|
||||
|
||||
if (reloadSound != null)
|
||||
audioSource.PlayOneShot(reloadSound);
|
||||
|
||||
yield return new WaitForSeconds(reloadTime);
|
||||
|
||||
var ammoNeeded = magazineSize - currentAmmo;
|
||||
var ammoToTake = Mathf.Min(ammoNeeded, reserveAmmo);
|
||||
|
||||
currentAmmo += ammoToTake;
|
||||
reserveAmmo -= ammoToTake;
|
||||
|
||||
isReloading = false;
|
||||
}
|
||||
|
||||
protected virtual void PlayEmptySound()
|
||||
{
|
||||
if (emptySound != null)
|
||||
audioSource.PlayOneShot(emptySound);
|
||||
}
|
||||
|
||||
public virtual void AddAmmo(int amount)
|
||||
{
|
||||
reserveAmmo += amount;
|
||||
}
|
||||
|
||||
protected virtual IEnumerator BoltActionDelay()
|
||||
{
|
||||
yield return new WaitForSeconds(reloadTime);
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in new issue
Block a user