Добавить несколько различных видов оружия (2-3) с возможность переключения между ними.
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||||||
m_hasFontAssetChanged: 0
|
m_hasFontAssetChanged: 0
|
||||||
@ -1025,7 +1025,7 @@ MonoBehaviour:
|
|||||||
maxAmmo: 5
|
maxAmmo: 5
|
||||||
reloadTime: 1.5
|
reloadTime: 1.5
|
||||||
muzzleFlashSprite: {fileID: 0}
|
muzzleFlashSprite: {fileID: 0}
|
||||||
ammoText: {fileID: 0}
|
ammoText: {fileID: 345079589}
|
||||||
reloadSound: {fileID: 8300000, guid: 52f0e026b4e684842a21cf732eb9f286, type: 3}
|
reloadSound: {fileID: 8300000, guid: 52f0e026b4e684842a21cf732eb9f286, type: 3}
|
||||||
--- !u!114 &507701288
|
--- !u!114 &507701288
|
||||||
MonoBehaviour:
|
MonoBehaviour:
|
||||||
|
|||||||
@ -1,6 +1,5 @@
|
|||||||
using System.Collections;
|
using System.Collections;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
// ИЗМЕНЕНО: Используем пространство имен для TextMeshPro
|
|
||||||
using TMPro;
|
using TMPro;
|
||||||
|
|
||||||
public class PlayerShooting : MonoBehaviour
|
public class PlayerShooting : MonoBehaviour
|
||||||
@ -19,7 +18,6 @@ public class PlayerShooting : MonoBehaviour
|
|||||||
|
|
||||||
// --- Ссылки на компоненты и объекты ---
|
// --- Ссылки на компоненты и объекты ---
|
||||||
public GameObject muzzleFlashSprite;
|
public GameObject muzzleFlashSprite;
|
||||||
// ИЗМЕНЕНО: Тип переменной заменен на TextMeshProUGUI
|
|
||||||
public TextMeshProUGUI ammoText;
|
public TextMeshProUGUI ammoText;
|
||||||
public AudioClip reloadSound;
|
public AudioClip reloadSound;
|
||||||
|
|
||||||
@ -32,6 +30,15 @@ public class PlayerShooting : MonoBehaviour
|
|||||||
private AudioSource gunAudio;
|
private AudioSource gunAudio;
|
||||||
private Light gunLight;
|
private Light gunLight;
|
||||||
|
|
||||||
|
// НОВЫЙ МЕТОД: Вызывается каждый раз, когда оружие становится активным
|
||||||
|
void OnEnable()
|
||||||
|
{
|
||||||
|
// Прерываем перезарядку, если игрок переключился на это оружие
|
||||||
|
isReloading = false;
|
||||||
|
// Немедленно обновляем текст с количеством патронов
|
||||||
|
UpdateAmmoText();
|
||||||
|
}
|
||||||
|
|
||||||
void Awake()
|
void Awake()
|
||||||
{
|
{
|
||||||
shootableMask = LayerMask.GetMask("Shootable");
|
shootableMask = LayerMask.GetMask("Shootable");
|
||||||
@ -43,9 +50,9 @@ public class PlayerShooting : MonoBehaviour
|
|||||||
|
|
||||||
void Start()
|
void Start()
|
||||||
{
|
{
|
||||||
|
// Инициализируем патроны только один раз при первом запуске
|
||||||
currentAmmo = maxAmmo;
|
currentAmmo = maxAmmo;
|
||||||
UpdateAmmoText();
|
|
||||||
|
|
||||||
if (gunLight != null) gunLight.enabled = false;
|
if (gunLight != null) gunLight.enabled = false;
|
||||||
if (muzzleFlashSprite != null) muzzleFlashSprite.SetActive(false);
|
if (muzzleFlashSprite != null) muzzleFlashSprite.SetActive(false);
|
||||||
}
|
}
|
||||||
@ -151,7 +158,6 @@ public class PlayerShooting : MonoBehaviour
|
|||||||
{
|
{
|
||||||
if (ammoText != null)
|
if (ammoText != null)
|
||||||
{
|
{
|
||||||
// Для TextMeshPro синтаксис точно такой же, так что здесь ничего менять не нужно
|
|
||||||
ammoText.text = "Патроны: " + currentAmmo + " / " + maxAmmo;
|
ammoText.text = "Патроны: " + currentAmmo + " / " + maxAmmo;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
73
Assets/Scripts/WeaponSwitcher.cs
Normal file
73
Assets/Scripts/WeaponSwitcher.cs
Normal file
@ -0,0 +1,73 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class WeaponSwitcher : MonoBehaviour
|
||||||
|
{
|
||||||
|
// Массив, в котором будут храниться все наши объекты-оружия
|
||||||
|
public GameObject[] weapons;
|
||||||
|
private int currentWeaponIndex = 0;
|
||||||
|
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
// При запуске игры выбираем первое оружие
|
||||||
|
SwitchWeapon(0);
|
||||||
|
}
|
||||||
|
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
// --- Переключение с помощью цифровых клавиш ---
|
||||||
|
if (Input.GetKeyDown(KeyCode.Alpha1))
|
||||||
|
{
|
||||||
|
SwitchWeapon(0);
|
||||||
|
}
|
||||||
|
if (Input.GetKeyDown(KeyCode.Alpha2) && weapons.Length >= 2)
|
||||||
|
{
|
||||||
|
SwitchWeapon(1);
|
||||||
|
}
|
||||||
|
if (Input.GetKeyDown(KeyCode.Alpha3) && weapons.Length >= 3)
|
||||||
|
{
|
||||||
|
SwitchWeapon(2);
|
||||||
|
}
|
||||||
|
|
||||||
|
// --- Переключение с помощью колеса мыши ---
|
||||||
|
float scroll = Input.GetAxis("Mouse ScrollWheel");
|
||||||
|
if (scroll > 0f) // Прокрутка вверх
|
||||||
|
{
|
||||||
|
currentWeaponIndex++;
|
||||||
|
if (currentWeaponIndex >= weapons.Length)
|
||||||
|
{
|
||||||
|
currentWeaponIndex = 0; // Возвращаемся к первому
|
||||||
|
}
|
||||||
|
SwitchWeapon(currentWeaponIndex);
|
||||||
|
}
|
||||||
|
else if (scroll < 0f) // Прокрутка вниз
|
||||||
|
{
|
||||||
|
currentWeaponIndex--;
|
||||||
|
if (currentWeaponIndex < 0)
|
||||||
|
{
|
||||||
|
currentWeaponIndex = weapons.Length - 1; // Переходим к последнему
|
||||||
|
}
|
||||||
|
SwitchWeapon(currentWeaponIndex);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void SwitchWeapon(int newIndex)
|
||||||
|
{
|
||||||
|
// Проверяем, что индекс в пределах массива
|
||||||
|
if (newIndex < 0 || newIndex >= weapons.Length)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Выключаем все оружия
|
||||||
|
for (int i = 0; i < weapons.Length; i++)
|
||||||
|
{
|
||||||
|
weapons[i].SetActive(false);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Включаем только нужное
|
||||||
|
weapons[newIndex].SetActive(true);
|
||||||
|
|
||||||
|
// Обновляем текущий индекс
|
||||||
|
currentWeaponIndex = newIndex;
|
||||||
|
}
|
||||||
|
}
|
||||||
2
Assets/Scripts/WeaponSwitcher.cs.meta
Normal file
2
Assets/Scripts/WeaponSwitcher.cs.meta
Normal file
@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 84d3169ccc0af7845ba1ae97fcd55584
|
||||||
File diff suppressed because one or more lines are too long
Loading…
Reference in New Issue
Block a user