add: functional riffle and inventory for bullets
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@@ -0,0 +1,21 @@
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using UnityEngine;
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public class Rifle : Weapon
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{
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public GameObject projectilePrefab;
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public Transform spawnPosition;
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public float fireRate = 3f;
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[SerializeField] float currentDelay = 0;
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public override void Shoot(bool keyDown, bool keyHold) {
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if (keyHold && (fireRate == 0 || currentDelay >= 1 / fireRate) && GameController.i.ConsumeBullet(BulletType.Rifle)) {
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Instantiate(projectilePrefab, spawnPosition.position, spawnPosition.rotation);
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currentDelay = 0;
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}
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}
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void Update() {
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if (fireRate != 0) currentDelay = Mathf.Clamp(currentDelay += Time.deltaTime, 0, 1 / fireRate);
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}
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 4cc7bc1baad25a9459ee673b6d502363
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@@ -9,11 +9,12 @@ public class WeaponController : MonoBehaviour
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void Start() {
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weapons = GetComponentsInChildren<Weapon>();
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if (weapons.Length > currentWeapon) weapons[currentWeapon].SetWeaponState(true);
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for (int i = 0; i < weapons.Length; ++i) weapons[i].SetWeaponState(i == currentWeapon);
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}
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void Update() {
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ChangeActiveWeapon((currentWeapon + (int)Input.mouseScrollDelta.y) % weapons.Length);
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if (weapons.Length == 0) return;
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ChangeActiveWeapon((currentWeapon + (int)Input.mouseScrollDelta.y + weapons.Length) % weapons.Length);
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CheckButtonsForChangeWeapon();
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if (Input.GetMouseButton(0) && weapons[currentWeapon].isActive) weapons[currentWeapon].Shoot(Input.GetMouseButtonDown(0), Input.GetMouseButton(0));
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}
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@@ -28,7 +29,7 @@ public class WeaponController : MonoBehaviour
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void ChangeActiveWeapon(int ind) {
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if (ind < 0 || ind >= weapons.Length || ind == currentWeapon) return;
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weapons[currentWeapon].SetWeaponState(false);
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weapons[ind].SetWeaponState(false);
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weapons[ind].SetWeaponState(true);
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currentWeapon = ind;
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}
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}
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