Added things
This commit is contained in:
8
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using System.Collections;
|
||||
using System.Collections.Generic;
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||||
using System.Runtime.Serialization.Formatters;
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using System;
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||||
using UnityEngine;
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||||
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||||
public class DemoShooting : MonoBehaviour
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||||
{
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||||
public GameObject FirePoint;
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||||
public Camera Cam;
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||||
public float MaxLength;
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public GameObject[] Prefabs;
|
||||
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||||
private Ray RayMouse;
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||||
private Vector3 direction;
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||||
private Quaternion rotation;
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||||
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||||
[Header("GUI")]
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private float windowDpi;
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private int Prefab;
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private GameObject Instance;
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||||
private float hSliderValue = 0.1f;
|
||||
private float fireCountdown = 0f;
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||||
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//Double-click protection
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||||
private float buttonSaver = 0f;
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||||
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||||
//For Camera shake
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||||
public Animation camAnim;
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||||
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||||
void Start()
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{
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if (Screen.dpi < 1) windowDpi = 1;
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||||
if (Screen.dpi < 200) windowDpi = 1;
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else windowDpi = Screen.dpi / 200f;
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Counter(0);
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}
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||||
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void Update()
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{
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//Single shoot
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if (Input.GetMouseButtonDown(0))
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{
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camAnim.Play(camAnim.clip.name);
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Instantiate(Prefabs[Prefab], FirePoint.transform.position, FirePoint.transform.rotation);
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}
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//Fast shooting
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if (Input.GetMouseButton(1) && fireCountdown <= 0f)
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{
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Instantiate(Prefabs[Prefab], FirePoint.transform.position, FirePoint.transform.rotation);
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fireCountdown = 0;
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fireCountdown += hSliderValue;
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}
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fireCountdown -= Time.deltaTime;
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//To change projectiles
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if ((Input.GetKey(KeyCode.A) || Input.GetAxis("Horizontal") < 0) && buttonSaver >= 0.4f)// left button
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{
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buttonSaver = 0f;
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Counter(-1);
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}
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if ((Input.GetKey(KeyCode.D) || Input.GetAxis("Horizontal") > 0) && buttonSaver >= 0.4f)// right button
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{
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buttonSaver = 0f;
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Counter(+1);
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}
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buttonSaver += Time.deltaTime;
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//To rotate fire point
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if (Cam != null)
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{
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RaycastHit hit;
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var mousePos = Input.mousePosition;
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RayMouse = Cam.ScreenPointToRay(mousePos);
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if (Physics.Raycast(RayMouse.origin, RayMouse.direction, out hit, MaxLength))
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{
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RotateToMouseDirection(gameObject, hit.point);
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||||
}
|
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}
|
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else
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{
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Debug.Log("No camera");
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}
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}
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||||
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//GUI Text
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||||
void OnGUI()
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||||
{
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GUI.Label(new Rect(10 * windowDpi, 5 * windowDpi, 400 * windowDpi, 20 * windowDpi), "Use left mouse button to single shoot!");
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GUI.Label(new Rect(10 * windowDpi, 25 * windowDpi, 400 * windowDpi, 20 * windowDpi), "Use and hold the right mouse button for quick shooting!");
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GUI.Label(new Rect(10 * windowDpi, 45 * windowDpi, 400 * windowDpi, 20 * windowDpi), "Fire rate:");
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hSliderValue = GUI.HorizontalSlider(new Rect(70 * windowDpi, 50 * windowDpi, 100 * windowDpi, 20 * windowDpi), hSliderValue, 0.0f, 1.0f);
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GUI.Label(new Rect(10 * windowDpi, 65 * windowDpi, 400 * windowDpi, 20 * windowDpi), "Use the keyboard buttons A/<- and D/-> to change projectiles!");
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}
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||||
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// To change prefabs (count - prefab number)
|
||||
void Counter(int count)
|
||||
{
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||||
Prefab += count;
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if (Prefab > Prefabs.Length - 1)
|
||||
{
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Prefab = 0;
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||||
}
|
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else if (Prefab < 0)
|
||||
{
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Prefab = Prefabs.Length - 1;
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}
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}
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//To rotate fire point
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||||
void RotateToMouseDirection(GameObject obj, Vector3 destination)
|
||||
{
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direction = destination - obj.transform.position;
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rotation = Quaternion.LookRotation(direction);
|
||||
obj.transform.localRotation = Quaternion.Lerp(obj.transform.rotation, rotation, 1);
|
||||
}
|
||||
}
|
12
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SUPPORT ASSET FOR URP(LWRP) or HDRP here --> https://assetstore.unity.com/packages/slug/157764
|
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Asset Creator - Vladislav Horobets (Hovl).
|
||||
-----------------------------------------------------
|
||||
|
||||
Using:
|
||||
|
||||
If you want to use post-effects like in the demo video:
|
||||
https://youtu.be/hZSZ2Q8MF3k
|
||||
|
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1) Shaders
|
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|
||||
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|
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If you turn on this feature, you need to use "Custom vertex stream" (Uv0.Custom.xy) in tab "Render". And don't forget to use "Custom data" parameters in your PS.
|
||||
1.3)The distortion shader only works with standard rendering. Delete (if exist) distortion particles from effects if you use LWRP or HDRP!
|
||||
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|
||||
|
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2)Light.
|
||||
2.1)You can disable light in the main effect component (delete light and disable light in PS).
|
||||
Light strongly loads the game if you don't use light probes or something else.
|
||||
|
||||
3)Quality
|
||||
3.1) For better sparks quality enable "Anisotropic textures: Forced On" in quality settings.
|
||||
|
||||
SUPPORT ASSET FOR URP(LWRP) or HDRP here --> https://assetstore.unity.com/packages/slug/157764
|
||||
SUPPORT ASSET FOR URP(LWRP) or HDRP here --> https://assetstore.unity.com/packages/slug/157764
|
||||
SUPPORT ASSET FOR URP(LWRP) or HDRP here --> https://assetstore.unity.com/packages/slug/157764
|
||||
|
||||
Contact me if you have any questions.
|
||||
My email: gorobecn2@gmail.com
|
||||
|
||||
|
||||
Thank you for reading, I really appreciate it.
|
||||
Please rate this asset in the Asset Store ^^
|
7
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Block a user