502 lines
17 KiB
C#
502 lines
17 KiB
C#
using System;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Events;
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namespace Unity.FPS.Game
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{
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public enum WeaponShootType
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{
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Manual,
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Automatic,
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Charge,
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}
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[System.Serializable]
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public struct CrosshairData
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{
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[Tooltip("The image that will be used for this weapon's crosshair")]
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public Sprite CrosshairSprite;
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[Tooltip("The size of the crosshair image")]
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public int CrosshairSize;
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[Tooltip("The color of the crosshair image")]
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public Color CrosshairColor;
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}
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[RequireComponent(typeof(AudioSource))]
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public class WeaponController : MonoBehaviour
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{
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[Header("Information")] [Tooltip("The name that will be displayed in the UI for this weapon")]
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public string WeaponName;
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[Tooltip("The image that will be displayed in the UI for this weapon")]
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public Sprite WeaponIcon;
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[Tooltip("Default data for the crosshair")]
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public CrosshairData CrosshairDataDefault;
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[Tooltip("Data for the crosshair when targeting an enemy")]
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public CrosshairData CrosshairDataTargetInSight;
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[Header("Internal References")]
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[Tooltip("The root object for the weapon, this is what will be deactivated when the weapon isn't active")]
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public GameObject WeaponRoot;
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[Tooltip("Tip of the weapon, where the projectiles are shot")]
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public Transform WeaponMuzzle;
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[Header("Shoot Parameters")] [Tooltip("The type of weapon wil affect how it shoots")]
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public WeaponShootType ShootType;
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[Tooltip("The projectile prefab")] public ProjectileBase ProjectilePrefab;
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[Tooltip("Minimum duration between two shots")]
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public float DelayBetweenShots = 0.5f;
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[Tooltip("Angle for the cone in which the bullets will be shot randomly (0 means no spread at all)")]
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public float BulletSpreadAngle = 0f;
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[Tooltip("Amount of bullets per shot")]
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public int BulletsPerShot = 1;
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[Tooltip("Force that will push back the weapon after each shot")] [Range(0f, 2f)]
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public float RecoilForce = 1;
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[Tooltip("Ratio of the default FOV that this weapon applies while aiming")] [Range(0f, 1f)]
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public float AimZoomRatio = 1f;
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[Tooltip("Translation to apply to weapon arm when aiming with this weapon")]
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public Vector3 AimOffset;
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[Header("Ammo Parameters")]
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[Tooltip("Should the player manually reload")]
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public bool AutomaticReload = true;
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[Tooltip("Has physical clip on the weapon and ammo shells are ejected when firing")]
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public bool HasPhysicalBullets = false;
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[Tooltip("Number of bullets in a clip")]
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public int ClipSize = 30;
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[Tooltip("Bullet Shell Casing")]
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public GameObject ShellCasing;
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[Tooltip("Weapon Ejection Port for physical ammo")]
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public Transform EjectionPort;
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[Tooltip("Force applied on the shell")]
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[Range(0.0f, 5.0f)] public float ShellCasingEjectionForce = 2.0f;
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[Tooltip("Maximum number of shell that can be spawned before reuse")]
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[Range(1, 30)] public int ShellPoolSize = 1;
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[Tooltip("Amount of ammo reloaded per second")]
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public float AmmoReloadRate = 1f;
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[Tooltip("Delay after the last shot before starting to reload")]
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public float AmmoReloadDelay = 2f;
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[Tooltip("Maximum amount of ammo in the gun")]
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public int MaxAmmo = 8;
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[Header("Charging parameters (charging weapons only)")]
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[Tooltip("Trigger a shot when maximum charge is reached")]
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public bool AutomaticReleaseOnCharged;
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[Tooltip("Duration to reach maximum charge")]
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public float MaxChargeDuration = 2f;
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[Tooltip("Initial ammo used when starting to charge")]
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public float AmmoUsedOnStartCharge = 1f;
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[Tooltip("Additional ammo used when charge reaches its maximum")]
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public float AmmoUsageRateWhileCharging = 1f;
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[Header("Audio & Visual")]
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[Tooltip("Optional weapon animator for OnShoot animations")]
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public Animator WeaponAnimator;
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[Tooltip("Prefab of the muzzle flash")]
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public GameObject MuzzleFlashPrefab;
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[Tooltip("Unparent the muzzle flash instance on spawn")]
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public bool UnparentMuzzleFlash;
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[Tooltip("sound played when shooting")]
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public AudioClip ShootSfx;
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[Tooltip("Sound played when changing to this weapon")]
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public AudioClip ChangeWeaponSfx;
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[Tooltip("Continuous Shooting Sound")] public bool UseContinuousShootSound = false;
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public AudioClip ContinuousShootStartSfx;
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public AudioClip ContinuousShootLoopSfx;
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public AudioClip ContinuousShootEndSfx;
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AudioSource m_ContinuousShootAudioSource = null;
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bool m_WantsToShoot = false;
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public UnityAction OnShoot;
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public event Action OnShootProcessed;
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int m_CarriedPhysicalBullets;
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float m_CurrentAmmo;
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float m_LastTimeShot = Mathf.NegativeInfinity;
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public float LastChargeTriggerTimestamp { get; private set; }
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Vector3 m_LastMuzzlePosition;
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public GameObject Owner { get; set; }
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public GameObject SourcePrefab { get; set; }
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public bool IsCharging { get; private set; }
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public float CurrentAmmoRatio { get; private set; }
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public bool IsWeaponActive { get; private set; }
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public bool IsCooling { get; private set; }
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public float CurrentCharge { get; private set; }
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public Vector3 MuzzleWorldVelocity { get; private set; }
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public float GetAmmoNeededToShoot() =>
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(ShootType != WeaponShootType.Charge ? 1f : Mathf.Max(1f, AmmoUsedOnStartCharge)) /
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(MaxAmmo * BulletsPerShot);
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public int GetCarriedPhysicalBullets() => m_CarriedPhysicalBullets;
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public int GetCurrentAmmo() => Mathf.FloorToInt(m_CurrentAmmo);
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AudioSource m_ShootAudioSource;
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public bool IsReloading { get; private set; }
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const string k_AnimAttackParameter = "Attack";
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private Queue<Rigidbody> m_PhysicalAmmoPool;
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void Awake()
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{
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m_CurrentAmmo = MaxAmmo;
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m_CarriedPhysicalBullets = HasPhysicalBullets ? ClipSize : 0;
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m_LastMuzzlePosition = WeaponMuzzle.position;
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m_ShootAudioSource = GetComponent<AudioSource>();
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DebugUtility.HandleErrorIfNullGetComponent<AudioSource, WeaponController>(m_ShootAudioSource, this,
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gameObject);
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if (UseContinuousShootSound)
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{
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m_ContinuousShootAudioSource = gameObject.AddComponent<AudioSource>();
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m_ContinuousShootAudioSource.playOnAwake = false;
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m_ContinuousShootAudioSource.clip = ContinuousShootLoopSfx;
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m_ContinuousShootAudioSource.outputAudioMixerGroup =
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AudioUtility.GetAudioGroup(AudioUtility.AudioGroups.WeaponShoot);
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m_ContinuousShootAudioSource.loop = true;
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}
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if (HasPhysicalBullets)
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{
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m_PhysicalAmmoPool = new Queue<Rigidbody>(ShellPoolSize);
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for (int i = 0; i < ShellPoolSize; i++)
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{
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GameObject shell = Instantiate(ShellCasing, transform);
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shell.SetActive(false);
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m_PhysicalAmmoPool.Enqueue(shell.GetComponent<Rigidbody>());
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}
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}
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}
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public void AddCarriablePhysicalBullets(int count) => m_CarriedPhysicalBullets = Mathf.Max(m_CarriedPhysicalBullets + count, MaxAmmo);
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void ShootShell()
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{
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Rigidbody nextShell = m_PhysicalAmmoPool.Dequeue();
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nextShell.transform.position = EjectionPort.transform.position;
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nextShell.transform.rotation = EjectionPort.transform.rotation;
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nextShell.gameObject.SetActive(true);
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nextShell.transform.SetParent(null);
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nextShell.collisionDetectionMode = CollisionDetectionMode.Continuous;
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nextShell.AddForce(nextShell.transform.up * ShellCasingEjectionForce, ForceMode.Impulse);
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m_PhysicalAmmoPool.Enqueue(nextShell);
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}
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void PlaySFX(AudioClip sfx) => AudioUtility.CreateSFX(sfx, transform.position, AudioUtility.AudioGroups.WeaponShoot, 0.0f);
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void Reload()
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{
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if (m_CarriedPhysicalBullets > 0)
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{
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m_CurrentAmmo = Mathf.Min(m_CarriedPhysicalBullets, ClipSize);
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}
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IsReloading = false;
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}
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public void StartReloadAnimation()
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{
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if (m_CurrentAmmo < m_CarriedPhysicalBullets)
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{
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GetComponent<Animator>().SetTrigger("Reload");
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IsReloading = true;
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}
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}
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void Update()
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{
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UpdateAmmo();
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UpdateCharge();
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UpdateContinuousShootSound();
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if (Time.deltaTime > 0)
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{
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MuzzleWorldVelocity = (WeaponMuzzle.position - m_LastMuzzlePosition) / Time.deltaTime;
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m_LastMuzzlePosition = WeaponMuzzle.position;
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}
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}
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void UpdateAmmo()
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{
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if (AutomaticReload && m_LastTimeShot + AmmoReloadDelay < Time.time && m_CurrentAmmo < MaxAmmo && !IsCharging)
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{
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// reloads weapon over time
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m_CurrentAmmo += AmmoReloadRate * Time.deltaTime;
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// limits ammo to max value
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m_CurrentAmmo = Mathf.Clamp(m_CurrentAmmo, 0, MaxAmmo);
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IsCooling = true;
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}
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else
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{
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IsCooling = false;
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}
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if (MaxAmmo == Mathf.Infinity)
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{
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CurrentAmmoRatio = 1f;
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}
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else
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{
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CurrentAmmoRatio = m_CurrentAmmo / MaxAmmo;
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}
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}
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void UpdateCharge()
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{
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if (IsCharging)
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{
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if (CurrentCharge < 1f)
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{
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float chargeLeft = 1f - CurrentCharge;
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// Calculate how much charge ratio to add this frame
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float chargeAdded = 0f;
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if (MaxChargeDuration <= 0f)
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{
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chargeAdded = chargeLeft;
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}
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else
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{
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chargeAdded = (1f / MaxChargeDuration) * Time.deltaTime;
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}
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chargeAdded = Mathf.Clamp(chargeAdded, 0f, chargeLeft);
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// See if we can actually add this charge
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float ammoThisChargeWouldRequire = chargeAdded * AmmoUsageRateWhileCharging;
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if (ammoThisChargeWouldRequire <= m_CurrentAmmo)
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{
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// Use ammo based on charge added
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UseAmmo(ammoThisChargeWouldRequire);
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// set current charge ratio
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CurrentCharge = Mathf.Clamp01(CurrentCharge + chargeAdded);
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}
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}
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}
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}
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void UpdateContinuousShootSound()
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{
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if (UseContinuousShootSound)
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{
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if (m_WantsToShoot && m_CurrentAmmo >= 1f)
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{
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if (!m_ContinuousShootAudioSource.isPlaying)
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{
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m_ShootAudioSource.PlayOneShot(ShootSfx);
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m_ShootAudioSource.PlayOneShot(ContinuousShootStartSfx);
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m_ContinuousShootAudioSource.Play();
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}
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}
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else if (m_ContinuousShootAudioSource.isPlaying)
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{
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m_ShootAudioSource.PlayOneShot(ContinuousShootEndSfx);
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m_ContinuousShootAudioSource.Stop();
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}
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}
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}
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public void ShowWeapon(bool show)
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{
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WeaponRoot.SetActive(show);
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if (show && ChangeWeaponSfx)
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{
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// m_ShootAudioSource.PlayOneShot(ChangeWeaponSfx);
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}
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IsWeaponActive = show;
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}
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public void UseAmmo(float amount)
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{
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m_CurrentAmmo = Mathf.Clamp(m_CurrentAmmo - amount, 0f, MaxAmmo);
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m_CarriedPhysicalBullets -= Mathf.RoundToInt(amount);
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m_CarriedPhysicalBullets = Mathf.Clamp(m_CarriedPhysicalBullets, 0, MaxAmmo);
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m_LastTimeShot = Time.time;
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}
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public bool HandleShootInputs(bool inputDown, bool inputHeld, bool inputUp)
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{
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m_WantsToShoot = inputDown || inputHeld;
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switch (ShootType)
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{
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case WeaponShootType.Manual:
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if (inputDown)
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{
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return TryShoot();
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}
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return false;
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case WeaponShootType.Automatic:
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if (inputHeld)
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{
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return TryShoot();
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}
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return false;
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case WeaponShootType.Charge:
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if (inputHeld)
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{
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TryBeginCharge();
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}
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// Check if we released charge or if the weapon shoot autmatically when it's fully charged
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if (inputUp || (AutomaticReleaseOnCharged && CurrentCharge >= 1f))
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{
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return TryReleaseCharge();
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}
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return false;
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default:
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return false;
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}
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}
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bool TryShoot()
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{
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if (m_CurrentAmmo >= 1f
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&& m_LastTimeShot + DelayBetweenShots < Time.time)
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{
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// HandleShoot();
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m_CurrentAmmo -= 1f;
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return true;
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}
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return false;
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}
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bool TryBeginCharge()
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{
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if (!IsCharging
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&& m_CurrentAmmo >= AmmoUsedOnStartCharge
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&& Mathf.FloorToInt((m_CurrentAmmo - AmmoUsedOnStartCharge) * BulletsPerShot) > 0
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&& m_LastTimeShot + DelayBetweenShots < Time.time)
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{
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UseAmmo(AmmoUsedOnStartCharge);
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LastChargeTriggerTimestamp = Time.time;
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IsCharging = true;
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return true;
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}
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return false;
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}
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bool TryReleaseCharge()
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{
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if (IsCharging)
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{
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HandleShoot();
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CurrentCharge = 0f;
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IsCharging = false;
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return true;
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}
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return false;
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}
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void HandleShoot()
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{
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int bulletsPerShotFinal = ShootType == WeaponShootType.Charge
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? Mathf.CeilToInt(CurrentCharge * BulletsPerShot)
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: BulletsPerShot;
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// spawn all bullets with random direction
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for (int i = 0; i < bulletsPerShotFinal; i++)
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{
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// Vector3 shotDirection = GetShotDirectionWithinSpread(WeaponMuzzle);
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// ProjectileBase newProjectile = Instantiate(ProjectilePrefab, WeaponMuzzle.position,
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// Quaternion.LookRotation(shotDirection));
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// newProjectile.Shoot(this);
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}
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// muzzle flash
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if (MuzzleFlashPrefab != null)
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{
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GameObject muzzleFlashInstance = Instantiate(MuzzleFlashPrefab, WeaponMuzzle.position,
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WeaponMuzzle.rotation, WeaponMuzzle.transform);
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// Unparent the muzzleFlashInstance
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if (UnparentMuzzleFlash)
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{
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muzzleFlashInstance.transform.SetParent(null);
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}
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Destroy(muzzleFlashInstance, 2f);
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}
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if (HasPhysicalBullets)
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{
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ShootShell();
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m_CarriedPhysicalBullets--;
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}
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m_LastTimeShot = Time.time;
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// play shoot SFX
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if (ShootSfx && !UseContinuousShootSound)
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{
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m_ShootAudioSource.PlayOneShot(ShootSfx);
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}
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// Trigger attack animation if there is any
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if (WeaponAnimator)
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{
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WeaponAnimator.SetTrigger(k_AnimAttackParameter);
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}
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OnShoot?.Invoke();
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OnShootProcessed?.Invoke();
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}
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public Vector3 GetShotDirectionWithinSpread(Transform shootTransform)
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{
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float spreadAngleRatio = BulletSpreadAngle / 180f;
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Vector3 spreadWorldDirection = Vector3.Slerp(shootTransform.forward, UnityEngine.Random.insideUnitSphere,
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spreadAngleRatio);
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return spreadWorldDirection;
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}
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}
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} |