LobbyManager.cs 소스입니다
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Bolt.Matchmaking;
using UnityEngine.UI;
using UdpKit;
public class LobbyManager : Bolt.GlobalEventListener
{
public Text LogText;
public InputField SessionInput;
public InputField NickInput;
public void StartServer()
{
BoltLauncher.StartServer();
}
public override void BoltStartDone()
{
PlayerPrefs.SetString("nick", NickInput.text);
BoltMatchmaking.CreateSession(sessionID:SessionInput.text, sceneToLoad:"FPSGame");
}
public void StartClient()
{
BoltLauncher.StartClient();
}
public void JoinSession()
{
BoltMatchmaking.JoinSession(SessionInput.text);
}
public override void SessionListUpdated(Map<System.Guid, UdpSession> sessionList)
{
string log = "";
foreach (var session in sessionList)
{
UdpSession photonSession = session.Value;
if (photonSession.Source == UdpSessionSource.Photon)
log += $"{photonSession.HostName}\n";
}
LogText.text = log;
}
}
NetworkManager.cs 소스입니다
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Bolt;
public class NetworkManager : GlobalEventListener
{
public static NetworkManager NM;
private void Awake() => NM = this;
public List<BoltEntity> players = new List<BoltEntity>();
public BoltEntity myPlayer;
public GameObject SpawnPrefab;
public override void SceneLoadLocalDone(string scene, IProtocolToken token)
{
var spawnPos = new Vector3(Random.Range(-5, 5), 0, 0);
myPlayer = BoltNetwork.Instantiate(SpawnPrefab, spawnPos, Quaternion.identity);
}
public override void OnEvent(JoinedEvent evnt)
{
Invoke("JoinedEventDelay", 0.2f);
}
void JoinedEventDelay()
{
foreach (var player in players)
{
if (player != myPlayer)
player.GetComponent<PlayerScript>().HideObject();
}
}
public override void OnEvent(PlayerHitEvent evnt)
{
if (myPlayer == evnt.targetEntity)
{
myPlayer.GetComponent<PlayerScript>().DamageHealth(evnt.damage);
}
}
}
PlayerScript.cs 소스입니다
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using static NetworkManager;
public class PlayerScript : Bolt.EntityBehaviour<IFPSPlayerState>
{
public GameObject[] HideObjects;
public Transform arm;
public Slider HealthSlider;
public Slider UIHealthSlider;
public Transform canvas;
public Text NickText;
void Start() => NM.players.Add(entity);
void OnDestroy() => NM.players.Remove(entity);
public override void Attached()
{
CreateJoinedEvent();
state.SetTransforms(state.playerTransform, transform);
state.SetTransforms(state.armTransform, arm);
state.health = 100;
state.nick = PlayerPrefs.GetString("nick", "플레이어" + Random.Range(0,100));
state.AddCallback("health", HealthCallback);
state.AddCallback("nick", NickCallback);
}
void CreateJoinedEvent()
{
var evnt = JoinedEvent.Create();
evnt.Send();
}
public void HideObject()
{
foreach (var go in HideObjects)
go.SetActive(false);
}
public void DamageHealth(float health)
{
state.health -= health;
}
void HealthCallback()
{
HealthSlider.value = state.health;
UIHealthSlider.value = state.health;
if (state.health <= 0)
Respawn();
}
void NickCallback()
{
NickText.text = state.nick;
}
void Respawn()
{
state.health = 100;
transform.position = new Vector3(Random.Range(-5, 5), 0, 0);
}
void Update()
{
canvas.transform.LookAt(Camera.main.transform);
}
}
FPSControllerLPFP.cs 소스입니다
using System;
using System.Linq;
using UnityEngine;
namespace FPSControllerLPFP
{
/// Manages a first person character
[RequireComponent(typeof(Rigidbody))]
[RequireComponent(typeof(CapsuleCollider))]
[RequireComponent(typeof(AudioSource))]
public class FpsControllerLPFP : Bolt.EntityBehaviour<IFPSPlayerState>
{
#pragma warning disable 649
[Header("Arms")]
[Tooltip("The transform component that holds the gun camera."), SerializeField]
private Transform arms;
[Tooltip("The position of the arms and gun camera relative to the fps controller GameObject."), SerializeField]
private Vector3 armPosition;
[Header("Audio Clips")]
[Tooltip("The audio clip that is played while walking."), SerializeField]
private AudioClip walkingSound;
[Tooltip("The audio clip that is played while running."), SerializeField]
private AudioClip runningSound;
[Header("Movement Settings")]
[Tooltip("How fast the player moves while walking and strafing."), SerializeField]
private float walkingSpeed = 5f;
[Tooltip("How fast the player moves while running."), SerializeField]
private float runningSpeed = 9f;
[Tooltip("Approximately the amount of time it will take for the player to reach maximum running or walking speed."), SerializeField]
private float movementSmoothness = 0.125f;
[Tooltip("Amount of force applied to the player when jumping."), SerializeField]
private float jumpForce = 35f;
[Header("Look Settings")]
[Tooltip("Rotation speed of the fps controller."), SerializeField]
private float mouseSensitivity = 7f;
[Tooltip("Approximately the amount of time it will take for the fps controller to reach maximum rotation speed."), SerializeField]
private float rotationSmoothness = 0.05f;
[Tooltip("Minimum rotation of the arms and camera on the x axis."),
SerializeField]
private float minVerticalAngle = -90f;
[Tooltip("Maximum rotation of the arms and camera on the axis."),
SerializeField]
private float maxVerticalAngle = 90f;
[Tooltip("The names of the axes and buttons for Unity's Input Manager."), SerializeField]
private FpsInput input;
#pragma warning restore 649
private Rigidbody _rigidbody;
private CapsuleCollider _collider;
private AudioSource _audioSource;
private SmoothRotation _rotationX;
private SmoothRotation _rotationY;
private SmoothVelocity _velocityX;
private SmoothVelocity _velocityZ;
private bool _isGrounded;
private readonly RaycastHit[] _groundCastResults = new RaycastHit[8];
private readonly RaycastHit[] _wallCastResults = new RaycastHit[8];
/// Initializes the FpsController on start.
private void Start()
{
_rigidbody = GetComponent<Rigidbody>();
_rigidbody.constraints = RigidbodyConstraints.FreezeRotation;
_collider = GetComponent<CapsuleCollider>();
_audioSource = GetComponent<AudioSource>();
arms = AssignCharactersCamera();
_audioSource.clip = walkingSound;
_audioSource.loop = true;
_rotationX = new SmoothRotation(RotationXRaw);
_rotationY = new SmoothRotation(RotationYRaw);
_velocityX = new SmoothVelocity();
_velocityZ = new SmoothVelocity();
Cursor.lockState = CursorLockMode.Locked;
ValidateRotationRestriction();
}
private Transform AssignCharactersCamera()
{
var t = transform;
arms.SetPositionAndRotation(t.position, t.rotation);
return arms;
}
/// Clamps <see cref="minVerticalAngle"/> and <see cref="maxVerticalAngle"/> to valid values and
/// ensures that <see cref="minVerticalAngle"/> is less than <see cref="maxVerticalAngle"/>.
private void ValidateRotationRestriction()
{
minVerticalAngle = ClampRotationRestriction(minVerticalAngle, -90, 90);
maxVerticalAngle = ClampRotationRestriction(maxVerticalAngle, -90, 90);
if (maxVerticalAngle >= minVerticalAngle) return;
Debug.LogWarning("maxVerticalAngle should be greater than minVerticalAngle.");
var min = minVerticalAngle;
minVerticalAngle = maxVerticalAngle;
maxVerticalAngle = min;
}
private static float ClampRotationRestriction(float rotationRestriction, float min, float max)
{
if (rotationRestriction >= min && rotationRestriction <= max) return rotationRestriction;
var message = string.Format("Rotation restrictions should be between {0} and {1} degrees.", min, max);
Debug.LogWarning(message);
return Mathf.Clamp(rotationRestriction, min, max);
}
/// Checks if the character is on the ground.
private void OnCollisionStay()
{
var bounds = _collider.bounds;
var extents = bounds.extents;
var radius = extents.x - 0.01f;
Physics.SphereCastNonAlloc(bounds.center, radius, Vector3.down,
_groundCastResults, extents.y - radius * 0.5f, ~0, QueryTriggerInteraction.Ignore);
if (!_groundCastResults.Any(hit => hit.collider != null && hit.collider != _collider)) return;
for (var i = 0; i < _groundCastResults.Length; i++)
{
_groundCastResults[i] = new RaycastHit();
}
_isGrounded = true;
}
/// Processes the character movement and the camera rotation every fixed framerate frame.
private void FixedUpdate()
{
if (!entity.IsOwner) return;
// FixedUpdate is used instead of Update because this code is dealing with physics and smoothing.
RotateCameraAndCharacter();
MoveCharacter();
_isGrounded = false;
}
/// Moves the camera to the character, processes jumping and plays sounds every frame.
private void Update()
{
if (!entity.IsOwner) return;
arms.position = transform.position + transform.TransformVector(armPosition);
Jump();
PlayFootstepSounds();
}
private void RotateCameraAndCharacter()
{
var rotationX = _rotationX.Update(RotationXRaw, rotationSmoothness);
var rotationY = _rotationY.Update(RotationYRaw, rotationSmoothness);
var clampedY = RestrictVerticalRotation(rotationY);
_rotationY.Current = clampedY;
var worldUp = arms.InverseTransformDirection(Vector3.up);
var rotation = arms.rotation *
Quaternion.AngleAxis(rotationX, worldUp) *
Quaternion.AngleAxis(clampedY, Vector3.left);
transform.eulerAngles = new Vector3(0f, rotation.eulerAngles.y, 0f);
arms.rotation = rotation;
}
/// Returns the target rotation of the camera around the y axis with no smoothing.
private float RotationXRaw
{
get { return input.RotateX * mouseSensitivity; }
}
/// Returns the target rotation of the camera around the x axis with no smoothing.
private float RotationYRaw
{
get { return input.RotateY * mouseSensitivity; }
}
/// Clamps the rotation of the camera around the x axis
/// between the <see cref="minVerticalAngle"/> and <see cref="maxVerticalAngle"/> values.
private float RestrictVerticalRotation(float mouseY)
{
var currentAngle = NormalizeAngle(arms.eulerAngles.x);
var minY = minVerticalAngle + currentAngle;
var maxY = maxVerticalAngle + currentAngle;
return Mathf.Clamp(mouseY, minY + 0.01f, maxY - 0.01f);
}
/// Normalize an angle between -180 and 180 degrees.
/// <param name="angleDegrees">angle to normalize</param>
/// <returns>normalized angle</returns>
private static float NormalizeAngle(float angleDegrees)
{
while (angleDegrees > 180f)
{
angleDegrees -= 360f;
}
while (angleDegrees <= -180f)
{
angleDegrees += 360f;
}
return angleDegrees;
}
private void MoveCharacter()
{
var direction = new Vector3(input.Move, 0f, input.Strafe).normalized;
var worldDirection = transform.TransformDirection(direction);
var velocity = worldDirection * (input.Run ? runningSpeed : walkingSpeed);
//Checks for collisions so that the character does not stuck when jumping against walls.
var intersectsWall = CheckCollisionsWithWalls(velocity);
if (intersectsWall)
{
_velocityX.Current = _velocityZ.Current = 0f;
return;
}
var smoothX = _velocityX.Update(velocity.x, movementSmoothness);
var smoothZ = _velocityZ.Update(velocity.z, movementSmoothness);
var rigidbodyVelocity = _rigidbody.velocity;
var force = new Vector3(smoothX - rigidbodyVelocity.x, 0f, smoothZ - rigidbodyVelocity.z);
_rigidbody.AddForce(force, ForceMode.VelocityChange);
}
private bool CheckCollisionsWithWalls(Vector3 velocity)
{
if (_isGrounded) return false;
var bounds = _collider.bounds;
var radius = _collider.radius;
var halfHeight = _collider.height * 0.5f - radius * 1.0f;
var point1 = bounds.center;
point1.y += halfHeight;
var point2 = bounds.center;
point2.y -= halfHeight;
Physics.CapsuleCastNonAlloc(point1, point2, radius, velocity.normalized, _wallCastResults,
radius * 0.04f, ~0, QueryTriggerInteraction.Ignore);
var collides = _wallCastResults.Any(hit => hit.collider != null && hit.collider != _collider);
if (!collides) return false;
for (var i = 0; i < _wallCastResults.Length; i++)
{
_wallCastResults[i] = new RaycastHit();
}
return true;
}
private void Jump()
{
if (!_isGrounded || !input.Jump) return;
_isGrounded = false;
_rigidbody.AddForce(Vector3.up * jumpForce, ForceMode.Impulse);
}
private void PlayFootstepSounds()
{
if (_isGrounded && _rigidbody.velocity.sqrMagnitude > 0.1f)
{
_audioSource.clip = input.Run ? runningSound : walkingSound;
if (!_audioSource.isPlaying)
{
_audioSource.Play();
}
}
else
{
if (_audioSource.isPlaying)
{
_audioSource.Pause();
}
}
}
/// A helper for assistance with smoothing the camera rotation.
private class SmoothRotation
{
private float _current;
private float _currentVelocity;
public SmoothRotation(float startAngle)
{
_current = startAngle;
}
/// Returns the smoothed rotation.
public float Update(float target, float smoothTime)
{
return _current = Mathf.SmoothDampAngle(_current, target, ref _currentVelocity, smoothTime);
}
public float Current
{
set { _current = value; }
}
}
/// A helper for assistance with smoothing the movement.
private class SmoothVelocity
{
private float _current;
private float _currentVelocity;
/// Returns the smoothed velocity.
public float Update(float target, float smoothTime)
{
return _current = Mathf.SmoothDamp(_current, target, ref _currentVelocity, smoothTime);
}
public float Current
{
set { _current = value; }
}
}
/// Input mappings
[Serializable]
private class FpsInput
{
[Tooltip("The name of the virtual axis mapped to rotate the camera around the y axis."),
SerializeField]
private string rotateX = "Mouse X";
[Tooltip("The name of the virtual axis mapped to rotate the camera around the x axis."),
SerializeField]
private string rotateY = "Mouse Y";
[Tooltip("The name of the virtual axis mapped to move the character back and forth."),
SerializeField]
private string move = "Horizontal";
[Tooltip("The name of the virtual axis mapped to move the character left and right."),
SerializeField]
private string strafe = "Vertical";
[Tooltip("The name of the virtual button mapped to run."),
SerializeField]
private string run = "Fire3";
[Tooltip("The name of the virtual button mapped to jump."),
SerializeField]
private string jump = "Jump";
/// Returns the value of the virtual axis mapped to rotate the camera around the y axis.
public float RotateX
{
get { return Input.GetAxisRaw(rotateX); }
}
/// Returns the value of the virtual axis mapped to rotate the camera around the x axis.
public float RotateY
{
get { return Input.GetAxisRaw(rotateY); }
}
/// Returns the value of the virtual axis mapped to move the character back and forth.
public float Move
{
get { return Input.GetAxisRaw(move); }
}
/// Returns the value of the virtual axis mapped to move the character left and right.
public float Strafe
{
get { return Input.GetAxisRaw(strafe); }
}
/// Returns true while the virtual button mapped to run is held down.
public bool Run
{
get { return Input.GetButton(run); }
}
/// Returns true during the frame the user pressed down the virtual button mapped to jump.
public bool Jump
{
get { return Input.GetButtonDown(jump); }
}
}
}
}
AutomaticGunScriptLPFP.cs 소스입니다
using UnityEngine;
using System.Collections;
using UnityEngine.UI;
// ----- Low Poly FPS Pack Free Version -----
public class AutomaticGunScriptLPFP : Bolt.EntityBehaviour<IFPSPlayerState> {
//Animator component attached to weapon
Animator anim;
[Header("Gun Camera")]
//Main gun camera
public Camera gunCamera;
[Header("Gun Camera Options")]
//How fast the camera field of view changes when aiming
[Tooltip("How fast the camera field of view changes when aiming.")]
public float fovSpeed = 15.0f;
//Default camera field of view
[Tooltip("Default value for camera field of view (40 is recommended).")]
public float defaultFov = 40.0f;
public float aimFov = 25.0f;
[Header("UI Weapon Name")]
[Tooltip("Name of the current weapon, shown in the game UI.")]
public string weaponName;
private string storedWeaponName;
[Header("Weapon Sway")]
//Enables weapon sway
[Tooltip("Toggle weapon sway.")]
public bool weaponSway;
public float swayAmount = 0.02f;
public float maxSwayAmount = 0.06f;
public float swaySmoothValue = 4.0f;
private Vector3 initialSwayPosition;
//Used for fire rate
private float lastFired;
[Header("Weapon Settings")]
//How fast the weapon fires, higher value means faster rate of fire
[Tooltip("How fast the weapon fires, higher value means faster rate of fire.")]
public float fireRate;
//Eanbles auto reloading when out of ammo
[Tooltip("Enables auto reloading when out of ammo.")]
public bool autoReload;
//Delay between shooting last bullet and reloading
public float autoReloadDelay;
//Check if reloading
private bool isReloading;
//Holstering weapon
private bool hasBeenHolstered = false;
//If weapon is holstered
private bool holstered;
//Check if running
private bool isRunning;
//Check if aiming
private bool isAiming;
//Check if walking
private bool isWalking;
//Check if inspecting weapon
private bool isInspecting;
//How much ammo is currently left
private int currentAmmo;
//Totalt amount of ammo
[Tooltip("How much ammo the weapon should have.")]
public int ammo;
//Check if out of ammo
private bool outOfAmmo;
[Header("Bullet Settings")]
//Bullet
[Tooltip("How much force is applied to the bullet when shooting.")]
public float bulletForce = 400.0f;
[Tooltip("How long after reloading that the bullet model becomes visible " +
"again, only used for out of ammo reload animations.")]
public float showBulletInMagDelay = 0.6f;
[Tooltip("The bullet model inside the mag, not used for all weapons.")]
public SkinnedMeshRenderer bulletInMagRenderer;
[Header("Grenade Settings")]
public float grenadeSpawnDelay = 0.35f;
[Header("Muzzleflash Settings")]
public bool randomMuzzleflash = false;
//min should always bee 1
private int minRandomValue = 1;
[Range(2, 25)]
public int maxRandomValue = 5;
private int randomMuzzleflashValue;
public bool enableMuzzleflash = true;
public ParticleSystem muzzleParticles;
public bool enableSparks = true;
public ParticleSystem sparkParticles;
public int minSparkEmission = 1;
public int maxSparkEmission = 7;
[Header("Muzzleflash Light Settings")]
public Light muzzleflashLight;
public float lightDuration = 0.02f;
[Header("Audio Source")]
//Main audio source
public AudioSource mainAudioSource;
//Audio source used for shoot sound
public AudioSource shootAudioSource;
[Header("UI Components")]
public Text timescaleText;
public Text currentWeaponText;
public Text currentAmmoText;
public Text totalAmmoText;
[System.Serializable]
public class prefabs
{
[Header("Prefabs")]
public Transform bulletPrefab;
public Transform casingPrefab;
public Transform grenadePrefab;
}
public prefabs Prefabs;
[System.Serializable]
public class spawnpoints
{
[Header("Spawnpoints")]
//Array holding casing spawn points
//(some weapons use more than one casing spawn)
//Casing spawn point array
public Transform casingSpawnPoint;
//Bullet prefab spawn from this point
public Transform bulletSpawnPoint;
public Transform grenadeSpawnPoint;
}
public spawnpoints Spawnpoints;
[System.Serializable]
public class soundClips
{
public AudioClip shootSound;
public AudioClip takeOutSound;
public AudioClip holsterSound;
public AudioClip reloadSoundOutOfAmmo;
public AudioClip reloadSoundAmmoLeft;
public AudioClip aimSound;
}
public soundClips SoundClips;
private bool soundHasPlayed = false;
private void Awake () {
//Set the animator component
anim = GetComponent<Animator>();
//Set current ammo to total ammo value
currentAmmo = ammo;
muzzleflashLight.enabled = false;
}
public override void Attached()
{
state.SetAnimator(anim);
state.AddCallback("AnimPlay", AnimPlayCallback);
state.OnmuzzleParticleTirgger += MuzzleParticleCallback;
state.OnsparkParticleTirgger += SparkParticleCallback;
}
void AnimPlayCallback()
{
if (state.AnimPlay != "o")
{
state.Animator.Play(state.AnimPlay);
Invoke("AnimPlayDelay", 0.05f);
}
}
void AnimPlayDelay() => state.AnimPlay = "o";
void MuzzleParticleCallback()
{
muzzleParticles.Emit(1);
StartCoroutine(MuzzleFlashLight());
}
void SparkParticleCallback()
{
sparkParticles.Emit(Random.Range(minSparkEmission, maxSparkEmission));
}
void PlayerHitCheck()
{
Physics.Raycast(Spawnpoints.bulletSpawnPoint.position, Spawnpoints.bulletSpawnPoint.forward, out RaycastHit hit);
if (hit.collider != null && hit.collider.CompareTag("FPSPlayer"))
{
//hit.collider.gameObject.GetComponent<PlayerScript>().DamageHealth(3);
var evnt = PlayerHitEvent.Create();
evnt.targetEntity = hit.collider.gameObject.GetComponent<BoltEntity>();
evnt.damage = 3;
evnt.Send();
}
}
private void Start () {
//Save the weapon name
storedWeaponName = weaponName;
//Get weapon name from string to text
currentWeaponText.text = weaponName;
//Set total ammo text from total ammo int
totalAmmoText.text = ammo.ToString();
//Weapon sway
initialSwayPosition = transform.localPosition;
//Set the shoot sound to audio source
shootAudioSource.clip = SoundClips.shootSound;
}
private void LateUpdate () {
if (!entity.IsOwner) return;
//Weapon sway
if (weaponSway == true)
{
float movementX = -Input.GetAxis ("Mouse X") * swayAmount;
float movementY = -Input.GetAxis ("Mouse Y") * swayAmount;
//Clamp movement to min and max values
movementX = Mathf.Clamp
(movementX, -maxSwayAmount, maxSwayAmount);
movementY = Mathf.Clamp
(movementY, -maxSwayAmount, maxSwayAmount);
//Lerp local pos
Vector3 finalSwayPosition = new Vector3
(movementX, movementY, 0);
transform.localPosition = Vector3.Lerp
(transform.localPosition, finalSwayPosition +
initialSwayPosition, Time.deltaTime * swaySmoothValue);
}
}
private void Update () {
if (!entity.IsOwner) return;
//if(Input.GetKeyDown(KeyCode.O))
//Aiming
//Toggle camera FOV when right click is held down
if (Input.GetButton("Fire2") && !isReloading && !isRunning && !isInspecting)
{
isAiming = true;
//Start aiming
state.Aim = true;
anim.SetBool("Aim", state.Aim);
//anim.SetBool ("Aim", true);
//When right click is released
gunCamera.fieldOfView = Mathf.Lerp(gunCamera.fieldOfView,
aimFov,fovSpeed * Time.deltaTime);
if (!soundHasPlayed)
{
mainAudioSource.clip = SoundClips.aimSound;
mainAudioSource.Play ();
soundHasPlayed = true;
}
}
else
{
//When right click is released
gunCamera.fieldOfView = Mathf.Lerp(gunCamera.fieldOfView,
defaultFov,fovSpeed * Time.deltaTime);
isAiming = false;
//Stop aiming
state.Aim = false;
anim.SetBool("Aim", state.Aim);
//anim.SetBool ("Aim", false);
soundHasPlayed = false;
}
//Aiming end
//If randomize muzzleflash is true, genereate random int values
if (randomMuzzleflash == true)
{
randomMuzzleflashValue = Random.Range (minRandomValue, maxRandomValue);
}
//Timescale settings
//Change timescale to normal when 1 key is pressed
if (Input.GetKeyDown (KeyCode.Alpha1))
{
Time.timeScale = 1.0f;
timescaleText.text = "1.0";
}
//Change timesccale to 50% when 2 key is pressed
if (Input.GetKeyDown (KeyCode.Alpha2))
{
Time.timeScale = 0.5f;
timescaleText.text = "0.5";
}
//Change timescale to 25% when 3 key is pressed
if (Input.GetKeyDown (KeyCode.Alpha3))
{
Time.timeScale = 0.25f;
timescaleText.text = "0.25";
}
//Change timescale to 10% when 4 key is pressed
if (Input.GetKeyDown (KeyCode.Alpha4))
{
Time.timeScale = 0.1f;
timescaleText.text = "0.1";
}
//Pause game when 5 key is pressed
if (Input.GetKeyDown (KeyCode.Alpha5))
{
Time.timeScale = 0.0f;
timescaleText.text = "0.0";
}
//Set current ammo text from ammo int
currentAmmoText.text = currentAmmo.ToString ();
//Continosuly check which animation
//is currently playing
AnimationCheck ();
//Play knife attack 1 animation when Q key is pressed
if (Input.GetKeyDown (KeyCode.Q) && !isInspecting)
{
state.AnimPlay = "Knife Attack 1";
//anim.Play ("Knife Attack 1", 0, 0f);
}
//Play knife attack 2 animation when F key is pressed
if (Input.GetKeyDown (KeyCode.F) && !isInspecting)
{
state.AnimPlay = "Knife Attack 2";
//anim.Play ("Knife Attack 2", 0, 0f);
}
//Throw grenade when pressing G key
if (Input.GetKeyDown (KeyCode.G) && !isInspecting)
{
StartCoroutine (GrenadeSpawnDelay ());
//Play grenade throw animation
state.AnimPlay = "GrenadeThrow";
//anim.Play("GrenadeThrow", 0, 0.0f);
}
//If out of ammo
if (currentAmmo == 0)
{
//Show out of ammo text
currentWeaponText.text = "OUT OF AMMO";
//Toggle bool
outOfAmmo = true;
//Auto reload if true
if (autoReload == true && !isReloading)
{
StartCoroutine (AutoReload ());
}
}
else
{
//When ammo is full, show weapon name again
currentWeaponText.text = storedWeaponName.ToString ();
//Toggle bool
outOfAmmo = false;
//anim.SetBool ("Out Of Ammo", false);
}
//AUtomatic fire
//Left click hold
if (Input.GetMouseButton (0) && !outOfAmmo && !isReloading && !isInspecting && !isRunning)
{
//Shoot automatic
if (Time.time - lastFired > 1 / fireRate)
{
lastFired = Time.time;
//Remove 1 bullet from ammo
currentAmmo -= 1;
shootAudioSource.clip = SoundClips.shootSound;
shootAudioSource.Play ();
if (!isAiming) //if not aiming
{
state.AnimPlay = "Fire";
//anim.Play ("Fire", 0, 0f);
//If random muzzle is false
if (!randomMuzzleflash &&
enableMuzzleflash == true)
{
//state.onmuzzleParticleTirgger().Invoke();
state.muzzleParticleTirgger();
//muzzleParticles.Emit (1);
//Light flash start
//StartCoroutine(MuzzleFlashLight());
}
else if (randomMuzzleflash == true)
{
//Only emit if random value is 1
if (randomMuzzleflashValue == 1)
{
if (enableSparks == true)
{
//Emit random amount of spark particles
state.sparkParticleTirgger();
//sparkParticles.Emit (Random.Range (minSparkEmission, maxSparkEmission));
}
if (enableMuzzleflash == true)
{
state.muzzleParticleTirgger();
//muzzleParticles.Emit (1);
//Light flash start
//StartCoroutine (MuzzleFlashLight ());
}
}
}
}
else //if aiming
{
state.AnimPlay = "Aim Fire";
//anim.Play ("Aim Fire", 0, 0f);
//If random muzzle is false
if (!randomMuzzleflash) {
state.muzzleParticleTirgger();
//muzzleParticles.Emit (1);
//If random muzzle is true
}
else if (randomMuzzleflash == true)
{
//Only emit if random value is 1
if (randomMuzzleflashValue == 1)
{
if (enableSparks == true)
{
//Emit random amount of spark particles
sparkParticles.Emit (Random.Range (minSparkEmission, maxSparkEmission));
}
if (enableMuzzleflash == true)
{
state.muzzleParticleTirgger();
//muzzleParticles.Emit (1);
//Light flash start
//StartCoroutine (MuzzleFlashLight ());
}
}
}
}
//Spawn bullet from bullet spawnpoint
Transform bullet = BoltNetwork.Instantiate (
Prefabs.bulletPrefab.gameObject,
Spawnpoints.bulletSpawnPoint.transform.position,
Spawnpoints.bulletSpawnPoint.transform.rotation).transform;
//Add velocity to the bullet
bullet.GetComponent<Rigidbody>().velocity =
bullet.transform.forward * bulletForce;
//Spawn casing prefab at spawnpoint
Instantiate (Prefabs.casingPrefab.gameObject,
Spawnpoints.casingSpawnPoint.transform.position,
Spawnpoints.casingSpawnPoint.transform.rotation);
PlayerHitCheck();
}
}
//Inspect weapon when T key is pressed
if (Input.GetKeyDown (KeyCode.T))
{
state.Inspect();
//anim.SetTrigger ("Inspect");
}
//Toggle weapon holster when E key is pressed
if (Input.GetKeyDown (KeyCode.E) && !hasBeenHolstered)
{
holstered = true;
mainAudioSource.clip = SoundClips.holsterSound;
mainAudioSource.Play();
hasBeenHolstered = true;
}
else if (Input.GetKeyDown (KeyCode.E) && hasBeenHolstered)
{
holstered = false;
mainAudioSource.clip = SoundClips.takeOutSound;
mainAudioSource.Play ();
hasBeenHolstered = false;
}
//Holster anim toggle
if (holstered == true)
{
state.Holster = true;
anim.SetBool("Holster", state.Holster);
//anim.SetBool ("Holster", true);
}
else
{
state.Holster = false;
anim.SetBool("Holster", state.Holster);
//anim.SetBool ("Holster", false);
}
//Reload
if (Input.GetKeyDown (KeyCode.R) && !isReloading && !isInspecting)
{
//Reload
Reload ();
}
//Walking when pressing down WASD keys
if (Input.GetKey (KeyCode.W) && !isRunning ||
Input.GetKey (KeyCode.A) && !isRunning ||
Input.GetKey (KeyCode.S) && !isRunning ||
Input.GetKey (KeyCode.D) && !isRunning)
{
state.Walk = true;
anim.SetBool("Walk", state.Walk);
//anim.SetBool ("Walk", true);
} else {
state.Walk = false;
anim.SetBool("Walk", state.Walk);
//anim.SetBool ("Walk", false);
}
//Running when pressing down W and Left Shift key
if ((Input.GetKey (KeyCode.W) && Input.GetKey (KeyCode.LeftShift)))
{
isRunning = true;
} else {
isRunning = false;
}
//Run anim toggle
if (isRunning == true)
{
state.Run = true;
anim.SetBool("Run", state.Run);
//anim.SetBool ("Run", true);
}
else
{
state.Run = false;
anim.SetBool("Run", state.Run);
//anim.SetBool ("Run", false);
}
}
private IEnumerator GrenadeSpawnDelay () {
//Wait for set amount of time before spawning grenade
yield return new WaitForSeconds (grenadeSpawnDelay);
//Spawn grenade prefab at spawnpoint
BoltNetwork.Instantiate(Prefabs.grenadePrefab.gameObject,
Spawnpoints.grenadeSpawnPoint.transform.position,
Spawnpoints.grenadeSpawnPoint.transform.rotation);
}
private IEnumerator AutoReload () {
//Wait set amount of time
yield return new WaitForSeconds (autoReloadDelay);
if (outOfAmmo == true)
{
//Play diff anim if out of ammo
state.AnimPlay = "Reload Out Of Ammo";
//anim.Play ("Reload Out Of Ammo", 0, 0f);
mainAudioSource.clip = SoundClips.reloadSoundOutOfAmmo;
mainAudioSource.Play ();
//If out of ammo, hide the bullet renderer in the mag
//Do not show if bullet renderer is not assigned in inspector
if (bulletInMagRenderer != null)
{
bulletInMagRenderer.GetComponent
<SkinnedMeshRenderer> ().enabled = false;
//Start show bullet delay
StartCoroutine (ShowBulletInMag ());
}
}
//Restore ammo when reloading
currentAmmo = ammo;
outOfAmmo = false;
}
//Reload
private void Reload () {
if (outOfAmmo == true)
{
//Play diff anim if out of ammo
state.AnimPlay = "Reload Out Of Ammo";
//anim.Play ("Reload Out Of Ammo", 0, 0f);
mainAudioSource.clip = SoundClips.reloadSoundOutOfAmmo;
mainAudioSource.Play ();
//If out of ammo, hide the bullet renderer in the mag
//Do not show if bullet renderer is not assigned in inspector
if (bulletInMagRenderer != null)
{
bulletInMagRenderer.GetComponent
<SkinnedMeshRenderer> ().enabled = false;
//Start show bullet delay
StartCoroutine (ShowBulletInMag ());
}
}
else
{
//Play diff anim if ammo left
state.AnimPlay = "Reload Ammo Left";
//anim.Play ("Reload Ammo Left", 0, 0f);
mainAudioSource.clip = SoundClips.reloadSoundAmmoLeft;
mainAudioSource.Play ();
//If reloading when ammo left, show bullet in mag
//Do not show if bullet renderer is not assigned in inspector
if (bulletInMagRenderer != null)
{
bulletInMagRenderer.GetComponent
<SkinnedMeshRenderer> ().enabled = true;
}
}
//Restore ammo when reloading
currentAmmo = ammo;
outOfAmmo = false;
}
//Enable bullet in mag renderer after set amount of time
private IEnumerator ShowBulletInMag () {
//Wait set amount of time before showing bullet in mag
yield return new WaitForSeconds (showBulletInMagDelay);
bulletInMagRenderer.GetComponent<SkinnedMeshRenderer> ().enabled = true;
}
//Show light when shooting, then disable after set amount of time
private IEnumerator MuzzleFlashLight () {
muzzleflashLight.enabled = true;
yield return new WaitForSeconds (lightDuration);
muzzleflashLight.enabled = false;
}
//Check current animation playing
private void AnimationCheck () {
//Check if reloading
//Check both animations
if (anim.GetCurrentAnimatorStateInfo (0).IsName ("Reload Out Of Ammo") ||
anim.GetCurrentAnimatorStateInfo (0).IsName ("Reload Ammo Left"))
{
isReloading = true;
}
else
{
isReloading = false;
}
//Check if inspecting weapon
if (anim.GetCurrentAnimatorStateInfo (0).IsName ("Inspect"))
{
isInspecting = true;
}
else
{
isInspecting = false;
}
}
}
// ----- Low Poly FPS Pack Free Version -----