560 lines
22 KiB
C#
560 lines
22 KiB
C#
using System.Collections.Generic;
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using Unity.FPS.Game;
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using UnityEngine;
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using UnityEngine.Events;
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namespace Unity.FPS.Gameplay
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{
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[RequireComponent(typeof(PlayerInputHandler))]
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public class PlayerWeaponsManager : MonoBehaviour
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{
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public enum WeaponSwitchState
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{
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Up,
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Down,
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PutDownPrevious,
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PutUpNew,
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}
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[Tooltip("List of weapon the player will start with")]
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public List<WeaponController> StartingWeapons = new List<WeaponController>();
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[Header("References")] [Tooltip("Secondary camera used to avoid seeing weapon go throw geometries")]
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public Camera WeaponCamera;
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[Tooltip("Parent transform where all weapon will be added in the hierarchy")]
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public Transform WeaponParentSocket;
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[Tooltip("Position for weapons when active but not actively aiming")]
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public Transform DefaultWeaponPosition;
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[Tooltip("Position for weapons when aiming")]
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public Transform AimingWeaponPosition;
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[Tooltip("Position for innactive weapons")]
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public Transform DownWeaponPosition;
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[Header("Weapon Bob")]
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[Tooltip("Frequency at which the weapon will move around in the screen when the player is in movement")]
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public float BobFrequency = 10f;
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[Tooltip("How fast the weapon bob is applied, the bigger value the fastest")]
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public float BobSharpness = 10f;
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[Tooltip("Distance the weapon bobs when not aiming")]
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public float DefaultBobAmount = 0.05f;
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[Tooltip("Distance the weapon bobs when aiming")]
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public float AimingBobAmount = 0.02f;
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[Header("Weapon Recoil")]
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[Tooltip("This will affect how fast the recoil moves the weapon, the bigger the value, the fastest")]
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public float RecoilSharpness = 50f;
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[Tooltip("Maximum distance the recoil can affect the weapon")]
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public float MaxRecoilDistance = 0.5f;
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[Tooltip("How fast the weapon goes back to it's original position after the recoil is finished")]
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public float RecoilRestitutionSharpness = 10f;
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[Header("Misc")] [Tooltip("Speed at which the aiming animatoin is played")]
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public float AimingAnimationSpeed = 10f;
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[Tooltip("Field of view when not aiming")]
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public float DefaultFov = 60f;
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[Tooltip("Portion of the regular FOV to apply to the weapon camera")]
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public float WeaponFovMultiplier = 1f;
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[Tooltip("Delay before switching weapon a second time, to avoid recieving multiple inputs from mouse wheel")]
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public float WeaponSwitchDelay = 1f;
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[Tooltip("Layer to set FPS weapon gameObjects to")]
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public LayerMask FpsWeaponLayer;
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public bool IsAiming { get; private set; }
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public bool IsPointingAtEnemy { get; private set; }
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public int ActiveWeaponIndex { get; private set; }
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public UnityAction<WeaponController> OnSwitchedToWeapon;
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public UnityAction<WeaponController, int> OnAddedWeapon;
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public UnityAction<WeaponController, int> OnRemovedWeapon;
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WeaponController[] m_WeaponSlots = new WeaponController[9]; // 9 available weapon slots
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PlayerInputHandler m_InputHandler;
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PlayerCharacterController m_PlayerCharacterController;
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float m_WeaponBobFactor;
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Vector3 m_LastCharacterPosition;
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Vector3 m_WeaponMainLocalPosition;
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Vector3 m_WeaponBobLocalPosition;
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Vector3 m_WeaponRecoilLocalPosition;
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Vector3 m_AccumulatedRecoil;
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float m_TimeStartedWeaponSwitch;
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WeaponSwitchState m_WeaponSwitchState;
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int m_WeaponSwitchNewWeaponIndex;
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void Start()
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{
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ActiveWeaponIndex = -1;
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m_WeaponSwitchState = WeaponSwitchState.Down;
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m_InputHandler = GetComponent<PlayerInputHandler>();
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DebugUtility.HandleErrorIfNullGetComponent<PlayerInputHandler, PlayerWeaponsManager>(m_InputHandler, this,
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gameObject);
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m_PlayerCharacterController = GetComponent<PlayerCharacterController>();
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DebugUtility.HandleErrorIfNullGetComponent<PlayerCharacterController, PlayerWeaponsManager>(
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m_PlayerCharacterController, this, gameObject);
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SetFov(DefaultFov);
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OnSwitchedToWeapon += OnWeaponSwitched;
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// Add starting weapons
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foreach (var weapon in StartingWeapons)
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{
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AddWeapon(weapon);
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}
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SwitchWeapon(true);
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}
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void Update()
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{
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// shoot handling
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WeaponController activeWeapon = GetActiveWeapon();
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if (activeWeapon != null && activeWeapon.IsReloading)
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return;
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if (activeWeapon != null && m_WeaponSwitchState == WeaponSwitchState.Up)
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{
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if (!activeWeapon.AutomaticReload && m_InputHandler.GetReloadButtonDown() && activeWeapon.CurrentAmmoRatio < 1.0f)
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{
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IsAiming = false;
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activeWeapon.StartReloadAnimation();
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return;
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}
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// handle aiming down sights
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IsAiming = m_InputHandler.GetAimInputHeld();
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// handle shooting
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bool hasFired = activeWeapon.HandleShootInputs(
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m_InputHandler.GetFireInputDown(),
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m_InputHandler.GetFireInputHeld(),
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m_InputHandler.GetFireInputReleased());
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// Handle accumulating recoil
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if (hasFired)
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{
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m_AccumulatedRecoil += Vector3.back * activeWeapon.RecoilForce;
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m_AccumulatedRecoil = Vector3.ClampMagnitude(m_AccumulatedRecoil, MaxRecoilDistance);
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}
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}
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// weapon switch handling
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if (!IsAiming &&
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(activeWeapon == null || !activeWeapon.IsCharging) &&
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(m_WeaponSwitchState == WeaponSwitchState.Up || m_WeaponSwitchState == WeaponSwitchState.Down))
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{
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int switchWeaponInput = m_InputHandler.GetSwitchWeaponInput();
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if (switchWeaponInput != 0)
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{
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bool switchUp = switchWeaponInput > 0;
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SwitchWeapon(switchUp);
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}
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else
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{
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switchWeaponInput = m_InputHandler.GetSelectWeaponInput();
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if (switchWeaponInput != 0)
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{
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if (GetWeaponAtSlotIndex(switchWeaponInput - 1) != null)
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SwitchToWeaponIndex(switchWeaponInput - 1);
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}
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}
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}
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// Pointing at enemy handling
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IsPointingAtEnemy = false;
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if (activeWeapon)
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{
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// if (Physics.Raycast(WeaponCamera.transform.position, WeaponCamera.transform.forward, out RaycastHit hit,
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// 1000, -1, QueryTriggerInteraction.Ignore))
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// {
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// if (hit.collider.GetComponentInParent<Health>() != null)
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// {
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// IsPointingAtEnemy = true;
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// }
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// }
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}
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}
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// Update various animated features in LateUpdate because it needs to override the animated arm position
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void LateUpdate()
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{
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UpdateWeaponAiming();
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UpdateWeaponBob();
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UpdateWeaponRecoil();
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UpdateWeaponSwitching();
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// Set final weapon socket position based on all the combined animation influences
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// WeaponParentSocket.localPosition =
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// m_WeaponMainLocalPosition + m_WeaponBobLocalPosition + m_WeaponRecoilLocalPosition;
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}
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// Sets the FOV of the main camera and the weapon camera simultaneously
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public void SetFov(float fov)
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{
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m_PlayerCharacterController.PlayerCamera.fieldOfView = fov;
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// WeaponCamera.fieldOfView = fov * WeaponFovMultiplier;
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}
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// Iterate on all weapon slots to find the next valid weapon to switch to
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public void SwitchWeapon(bool ascendingOrder)
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{
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int newWeaponIndex = -1;
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int closestSlotDistance = m_WeaponSlots.Length;
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for (int i = 0; i < m_WeaponSlots.Length; i++)
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{
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// If the weapon at this slot is valid, calculate its "distance" from the active slot index (either in ascending or descending order)
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// and select it if it's the closest distance yet
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if (i != ActiveWeaponIndex && GetWeaponAtSlotIndex(i) != null)
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{
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int distanceToActiveIndex = GetDistanceBetweenWeaponSlots(ActiveWeaponIndex, i, ascendingOrder);
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if (distanceToActiveIndex < closestSlotDistance)
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{
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closestSlotDistance = distanceToActiveIndex;
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newWeaponIndex = i;
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}
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}
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}
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// Handle switching to the new weapon index
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SwitchToWeaponIndex(newWeaponIndex);
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}
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// Switches to the given weapon index in weapon slots if the new index is a valid weapon that is different from our current one
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public void SwitchToWeaponIndex(int newWeaponIndex, bool force = false)
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{
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if (force || (newWeaponIndex != ActiveWeaponIndex && newWeaponIndex >= 0))
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{
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// Store data related to weapon switching animation
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m_WeaponSwitchNewWeaponIndex = newWeaponIndex;
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m_TimeStartedWeaponSwitch = Time.time;
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// Handle case of switching to a valid weapon for the first time (simply put it up without putting anything down first)
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if (GetActiveWeapon() == null)
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{
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// m_WeaponMainLocalPosition = DownWeaponPosition.localPosition;
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m_WeaponSwitchState = WeaponSwitchState.PutUpNew;
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ActiveWeaponIndex = m_WeaponSwitchNewWeaponIndex;
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WeaponController newWeapon = GetWeaponAtSlotIndex(m_WeaponSwitchNewWeaponIndex);
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if (OnSwitchedToWeapon != null)
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{
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OnSwitchedToWeapon.Invoke(newWeapon);
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}
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}
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// otherwise, remember we are putting down our current weapon for switching to the next one
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else
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{
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m_WeaponSwitchState = WeaponSwitchState.PutDownPrevious;
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}
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}
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}
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public WeaponController HasWeapon(WeaponController weaponPrefab)
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{
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// Checks if we already have a weapon coming from the specified prefab
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for (var index = 0; index < m_WeaponSlots.Length; index++)
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{
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var w = m_WeaponSlots[index];
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if (w != null && w.SourcePrefab == weaponPrefab.gameObject)
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{
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return w;
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}
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}
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return null;
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}
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// Updates weapon position and camera FoV for the aiming transition
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void UpdateWeaponAiming()
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{
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if (m_WeaponSwitchState == WeaponSwitchState.Up)
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{
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WeaponController activeWeapon = GetActiveWeapon();
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if (IsAiming && activeWeapon)
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{
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// m_WeaponMainLocalPosition = Vector3.Lerp(m_WeaponMainLocalPosition,
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// AimingWeaponPosition.localPosition + activeWeapon.AimOffset,
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// AimingAnimationSpeed * Time.deltaTime);
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// SetFov(Mathf.Lerp(m_PlayerCharacterController.PlayerCamera.fieldOfView,
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// activeWeapon.AimZoomRatio * DefaultFov, AimingAnimationSpeed * Time.deltaTime));
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}
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else
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{
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// m_WeaponMainLocalPosition = Vector3.Lerp(m_WeaponMainLocalPosition,
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// DefaultWeaponPosition.localPosition, AimingAnimationSpeed * Time.deltaTime);
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SetFov(Mathf.Lerp(m_PlayerCharacterController.PlayerCamera.fieldOfView, DefaultFov,
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AimingAnimationSpeed * Time.deltaTime));
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}
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}
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}
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// Updates the weapon bob animation based on character speed
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void UpdateWeaponBob()
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{
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if (Time.deltaTime > 0f)
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{
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Vector3 playerCharacterVelocity =
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(m_PlayerCharacterController.transform.position - m_LastCharacterPosition) / Time.deltaTime;
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// calculate a smoothed weapon bob amount based on how close to our max grounded movement velocity we are
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float characterMovementFactor = 0f;
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if (m_PlayerCharacterController.IsGrounded)
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{
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characterMovementFactor =
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Mathf.Clamp01(playerCharacterVelocity.magnitude /
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(m_PlayerCharacterController.MaxSpeedOnGround *
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m_PlayerCharacterController.SprintSpeedModifier));
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}
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m_WeaponBobFactor =
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Mathf.Lerp(m_WeaponBobFactor, characterMovementFactor, BobSharpness * Time.deltaTime);
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// Calculate vertical and horizontal weapon bob values based on a sine function
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float bobAmount = IsAiming ? AimingBobAmount : DefaultBobAmount;
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float frequency = BobFrequency;
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float hBobValue = Mathf.Sin(Time.time * frequency) * bobAmount * m_WeaponBobFactor;
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float vBobValue = ((Mathf.Sin(Time.time * frequency * 2f) * 0.5f) + 0.5f) * bobAmount *
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m_WeaponBobFactor;
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// Apply weapon bob
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m_WeaponBobLocalPosition.x = hBobValue;
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m_WeaponBobLocalPosition.y = Mathf.Abs(vBobValue);
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m_LastCharacterPosition = m_PlayerCharacterController.transform.position;
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}
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}
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// Updates the weapon recoil animation
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void UpdateWeaponRecoil()
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{
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// if the accumulated recoil is further away from the current position, make the current position move towards the recoil target
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if (m_WeaponRecoilLocalPosition.z >= m_AccumulatedRecoil.z * 0.99f)
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{
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m_WeaponRecoilLocalPosition = Vector3.Lerp(m_WeaponRecoilLocalPosition, m_AccumulatedRecoil,
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RecoilSharpness * Time.deltaTime);
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}
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// otherwise, move recoil position to make it recover towards its resting pose
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else
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{
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m_WeaponRecoilLocalPosition = Vector3.Lerp(m_WeaponRecoilLocalPosition, Vector3.zero,
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RecoilRestitutionSharpness * Time.deltaTime);
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m_AccumulatedRecoil = m_WeaponRecoilLocalPosition;
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}
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}
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// Updates the animated transition of switching weapons
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void UpdateWeaponSwitching()
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{
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// Calculate the time ratio (0 to 1) since weapon switch was triggered
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float switchingTimeFactor = 0f;
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if (WeaponSwitchDelay == 0f)
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{
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switchingTimeFactor = 1f;
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}
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else
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{
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switchingTimeFactor = Mathf.Clamp01((Time.time - m_TimeStartedWeaponSwitch) / WeaponSwitchDelay);
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}
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// Handle transiting to new switch state
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if (switchingTimeFactor >= 1f)
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{
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if (m_WeaponSwitchState == WeaponSwitchState.PutDownPrevious)
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{
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// Deactivate old weapon
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WeaponController oldWeapon = GetWeaponAtSlotIndex(ActiveWeaponIndex);
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if (oldWeapon != null)
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{
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oldWeapon.ShowWeapon(false);
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}
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ActiveWeaponIndex = m_WeaponSwitchNewWeaponIndex;
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switchingTimeFactor = 0f;
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// Activate new weapon
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WeaponController newWeapon = GetWeaponAtSlotIndex(ActiveWeaponIndex);
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if (OnSwitchedToWeapon != null)
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{
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OnSwitchedToWeapon.Invoke(newWeapon);
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}
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if (newWeapon)
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{
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m_TimeStartedWeaponSwitch = Time.time;
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m_WeaponSwitchState = WeaponSwitchState.PutUpNew;
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}
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else
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{
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// if new weapon is null, don't follow through with putting weapon back up
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m_WeaponSwitchState = WeaponSwitchState.Down;
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}
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}
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else if (m_WeaponSwitchState == WeaponSwitchState.PutUpNew)
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{
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m_WeaponSwitchState = WeaponSwitchState.Up;
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}
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}
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// Handle moving the weapon socket position for the animated weapon switching
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if (m_WeaponSwitchState == WeaponSwitchState.PutDownPrevious)
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{
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// m_WeaponMainLocalPosition = Vector3.Lerp(DefaultWeaponPosition.localPosition,
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// DownWeaponPosition.localPosition, switchingTimeFactor);
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}
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else if (m_WeaponSwitchState == WeaponSwitchState.PutUpNew)
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{
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// m_WeaponMainLocalPosition = Vector3.Lerp(DownWeaponPosition.localPosition,
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// DefaultWeaponPosition.localPosition, switchingTimeFactor);
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}
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}
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// Adds a weapon to our inventory
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public bool AddWeapon(WeaponController weaponPrefab)
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{
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// if we already hold this weapon type (a weapon coming from the same source prefab), don't add the weapon
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if (HasWeapon(weaponPrefab) != null)
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{
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return false;
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}
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// search our weapon slots for the first free one, assign the weapon to it, and return true if we found one. Return false otherwise
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for (int i = 0; i < m_WeaponSlots.Length; i++)
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{
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// only add the weapon if the slot is free
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if (m_WeaponSlots[i] == null)
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{
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// spawn the weapon prefab as child of the weapon socket
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WeaponController weaponInstance = Instantiate(weaponPrefab, WeaponParentSocket);
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weaponInstance.transform.localPosition = Vector3.zero;
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weaponInstance.transform.localRotation = Quaternion.identity;
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// Set owner to this gameObject so the weapon can alter projectile/damage logic accordingly
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weaponInstance.Owner = gameObject;
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weaponInstance.SourcePrefab = weaponPrefab.gameObject;
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weaponInstance.ShowWeapon(false);
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// Assign the first person layer to the weapon
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int layerIndex =
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Mathf.RoundToInt(Mathf.Log(FpsWeaponLayer.value,
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2)); // This function converts a layermask to a layer index
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foreach (Transform t in weaponInstance.gameObject.GetComponentsInChildren<Transform>(true))
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{
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t.gameObject.layer = layerIndex;
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}
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m_WeaponSlots[i] = weaponInstance;
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if (OnAddedWeapon != null)
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{
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OnAddedWeapon.Invoke(weaponInstance, i);
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}
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return true;
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}
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}
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// Handle auto-switching to weapon if no weapons currently
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if (GetActiveWeapon() == null)
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{
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SwitchWeapon(true);
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}
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return false;
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}
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public bool RemoveWeapon(WeaponController weaponInstance)
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{
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// Look through our slots for that weapon
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for (int i = 0; i < m_WeaponSlots.Length; i++)
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{
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// when weapon found, remove it
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if (m_WeaponSlots[i] == weaponInstance)
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{
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m_WeaponSlots[i] = null;
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if (OnRemovedWeapon != null)
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{
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OnRemovedWeapon.Invoke(weaponInstance, i);
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}
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Destroy(weaponInstance.gameObject);
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// Handle case of removing active weapon (switch to next weapon)
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if (i == ActiveWeaponIndex)
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{
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SwitchWeapon(true);
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}
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return true;
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}
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}
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return false;
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}
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public WeaponController GetActiveWeapon()
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{
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return GetWeaponAtSlotIndex(ActiveWeaponIndex);
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}
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public WeaponController GetWeaponAtSlotIndex(int index)
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{
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// find the active weapon in our weapon slots based on our active weapon index
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if (index >= 0 &&
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index < m_WeaponSlots.Length)
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{
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return m_WeaponSlots[index];
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}
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// if we didn't find a valid active weapon in our weapon slots, return null
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return null;
|
|
}
|
|
|
|
// Calculates the "distance" between two weapon slot indexes
|
|
// For example: if we had 5 weapon slots, the distance between slots #2 and #4 would be 2 in ascending order, and 3 in descending order
|
|
int GetDistanceBetweenWeaponSlots(int fromSlotIndex, int toSlotIndex, bool ascendingOrder)
|
|
{
|
|
int distanceBetweenSlots = 0;
|
|
|
|
if (ascendingOrder)
|
|
{
|
|
distanceBetweenSlots = toSlotIndex - fromSlotIndex;
|
|
}
|
|
else
|
|
{
|
|
distanceBetweenSlots = -1 * (toSlotIndex - fromSlotIndex);
|
|
}
|
|
|
|
if (distanceBetweenSlots < 0)
|
|
{
|
|
distanceBetweenSlots = m_WeaponSlots.Length + distanceBetweenSlots;
|
|
}
|
|
|
|
return distanceBetweenSlots;
|
|
}
|
|
|
|
void OnWeaponSwitched(WeaponController newWeapon)
|
|
{
|
|
if (newWeapon != null)
|
|
{
|
|
newWeapon.ShowWeapon(true);
|
|
}
|
|
}
|
|
}
|
|
} |