I have a script called Weapon.cs, which is a scriptable object.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public abstract class Weapon : ScriptableObject {
protected Camera _mainCamera;
protected Transform _weaponTransform;
protected int _damage;
protected int _fireRatePerSecond;
protected bool _isAutomaticWeapon;
protected void FireWeapon()
{
//if the weapon is automatic
if (_isAutomaticWeapon)
{
ShootRapidFireOnMouseHold();
}
//if the weapon is semi automatic
else
{
ShootSingleBulletOnMouseClick();
}
}
protected void MoveWeaponWithCamera(Transform weaponTransform)
{
_weaponTransform.rotation = _mainCamera.transform.rotation; //temporary way of making sure the gun moves with the camera
}
protected void ShootSingleBulletOnMouseClick()
{
if (Input.GetKeyDown(KeyCode.Mouse0)) //if left mouse button is clicked
{
CastRay();
}
}
protected void ShootRapidFireOnMouseHold()
{
if (Input.GetKey(KeyCode.Mouse0)) //if left mouse button is held down
{
CastRay(); //rapid fire
//PlayShootAnimation();
}
}
protected void CastRay()
{
RaycastHit hit;
if (Physics.Raycast(_mainCamera.transform.position, _mainCamera.transform.forward, out hit, 100))
{
Debug.Log(hit.transform.name);
}
}
//protected abstract void PlayShootAnimation();
}
I have a second script called MachineGun.cs, which inherits from Weapon.cs, and thus indirectly from scriptable object.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MachineGun : Weapon{
private GameObject _machineGunBarrel;
//private float _animationVelocity;
// Use this for initialization
void Start () {
//initialize the basic properties of a weapon
_damage = 7;
_fireRatePerSecond = 10;
_isAutomaticWeapon = true;
_weaponTransform = GameObject.Find("Weapon_MachineGun").transform;
_machineGunBarrel = GameObject.Find("machinegun_p1");
_mainCamera = Camera.main;
}
// Update is called once per frame
void Update () {
MoveWeaponWithCamera(_weaponTransform);
FireWeapon();
}
//protected override void Shoot()
//{
// RaycastHit hit;
// if(Physics.Raycast(_mainCamera.transform.position, _mainCamera.transform.forward, out hit, 100))
// {
// Debug.Log(hit.transform.name);
// }
//}
void PlayShootAnimation()
{
_machineGunBarrel.transform.RotateAround(_machineGunBarrel.transform.up, _fireRatePerSecond * Time.deltaTime);
PlayShootAnimation(); //play the shoot animation of the gun
}
}
It's currently impossible, since MachineGun.cs doesn't inherit from monobehaviour anymore.
I have a weapon gameobject in my scene, and so here's my question: How do I go about adding the MachineGun.cs script as a component to my weapon gameobject? Or since this is impossible,
How should I build a weapon system with a general Weapon.cs script from which all weapons can inherit basic functions and fields/variables?
EDIT 1: provided code to my post and added the "why I wanna do this".
Thanks in advance!
Component(orMonoBehaviour), there is no way to add it as a component of a GameObject. ScriptableObjects are meant to be assets in your project (holding data in most of the cases). Then, you can use them in other scripts inheriting from MonoBehaviour, attached to GameObjects.Weaponinherit fromScriptableObject? You don't use theCreateAssetMenuattribute.... So I guess you don't create a real ScriptableObject in your project tab? (unless you have the appropriate Editor script to do so)staticclass variables)