Добавить несколько различных видов оружия (2-3) с возможность переключения между ними.

This commit is contained in:
Valya 2026-03-22 02:22:05 +03:00
parent 87aaf3139a
commit 7a155dfb5e
11 changed files with 1651 additions and 82 deletions

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@ -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;
} }
} }

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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;
}
}

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