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diff --git a/Assets/Arts/BigRookGames/_AssetPacks/Stylized Weapon Pack/M4 Scoped Assault Rifle/Readme.txt b/Assets/Arts/BigRookGames/_AssetPacks/Stylized Weapon Pack/M4 Scoped Assault Rifle/Readme.txt new file mode 100644 index 0000000..563c8c4 --- /dev/null +++ b/Assets/Arts/BigRookGames/_AssetPacks/Stylized Weapon Pack/M4 Scoped Assault Rifle/Readme.txt @@ -0,0 +1,27 @@ +About + + Jameson Technologies LLC. All rights reserved. + + Redistribution of Amplify Color is not allowed. If you want to share the + software, please only share assets that are free. More information at: + + http://bigrookgames.com + +Quick Guide + + 1) Open the M4 example scene + 2) Press play and see the weapon fire automatically. + 3) Select the M4 object in the Hierarchy to change speed and optionally add rotation. + 4) To use in your own project, look in the script where it says to add code for projectile. + + +Feedback + + To file error reports, questions or suggestions, you may use + our feedback form on our discord channel: + + https://discord.gg/nTR4U4H + + Or contact us directly: + + jake@bigrookgames.com diff --git a/Assets/Arts/BigRookGames/_AssetPacks/Stylized Weapon Pack/M4 Scoped Assault Rifle/Readme.txt.meta b/Assets/Arts/BigRookGames/_AssetPacks/Stylized Weapon Pack/M4 Scoped Assault Rifle/Readme.txt.meta new file mode 100644 index 0000000..1fd479d --- /dev/null +++ b/Assets/Arts/BigRookGames/_AssetPacks/Stylized Weapon Pack/M4 Scoped Assault Rifle/Readme.txt.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 846738f20c677e14688fcea96b58ddb3 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Arts/BigRookGames/_AssetPacks/Stylized Weapon Pack/M4 Scoped Assault Rifle/Scripts.meta b/Assets/Arts/BigRookGames/_AssetPacks/Stylized Weapon Pack/M4 Scoped Assault Rifle/Scripts.meta new file mode 100644 index 0000000..e245b57 --- /dev/null +++ b/Assets/Arts/BigRookGames/_AssetPacks/Stylized Weapon Pack/M4 Scoped Assault Rifle/Scripts.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: e1d763e2d45d6cf43a6185d199380913 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Arts/BigRookGames/_AssetPacks/Stylized Weapon Pack/M4 Scoped Assault Rifle/Scripts/GunfireController.cs b/Assets/Arts/BigRookGames/_AssetPacks/Stylized Weapon Pack/M4 Scoped Assault Rifle/Scripts/GunfireController.cs new file mode 100644 index 0000000..6537423 --- /dev/null +++ b/Assets/Arts/BigRookGames/_AssetPacks/Stylized Weapon Pack/M4 Scoped Assault Rifle/Scripts/GunfireController.cs @@ -0,0 +1,132 @@ +using UnityEngine; + +namespace BigRookGames.Weapons +{ + public class GunfireController : MonoBehaviour + { + // --- Audio --- + public AudioClip GunShotClip; + public AudioSource source; + public Vector2 audioPitch = new Vector2(.9f, 1.1f); + + // --- Muzzle --- + public GameObject muzzlePrefab; + public GameObject muzzlePosition; + + // --- Config --- + public bool autoFire; + public float shotDelay = .5f; + public bool rotate = true; + public float rotationSpeed = .25f; + + // --- Options --- + public GameObject scope; + public bool scopeActive = true; + private bool lastScopeState; + + // --- Projectile --- + [Tooltip("The projectile gameobject to instantiate each time the weapon is fired.")] + public GameObject projectilePrefab; + [Tooltip("Sometimes a mesh will want to be disabled on fire. For example: when a rocket is fired, we instantiate a new rocket, and disable" + + " the visible rocket attached to the rocket launcher")] + public GameObject projectileToDisableOnFire; + + // --- Timing --- + [SerializeField] private float timeLastFired; + + + private void Start() + { + if(source != null) source.clip = GunShotClip; + timeLastFired = 0; + lastScopeState = scopeActive; + } + + private void Update() + { + // --- If rotate is set to true, rotate the weapon in scene --- + if (rotate) + { + transform.localEulerAngles = new Vector3(transform.localEulerAngles.x, transform.localEulerAngles.y + + rotationSpeed, transform.localEulerAngles.z); + } + + // --- Fires the weapon if the delay time period has passed since the last shot --- + if (autoFire && ((timeLastFired + shotDelay) <= Time.time)) + { + FireWeapon(); + } + + // --- Toggle scope based on public variable value --- + if(scope && lastScopeState != scopeActive) + { + lastScopeState = scopeActive; + scope.SetActive(scopeActive); + } + } + + /// + /// Creates an instance of the muzzle flash. + /// Also creates an instance of the audioSource so that multiple shots are not overlapped on the same audio source. + /// Insert projectile code in this function. + /// + public void FireWeapon() + { + // --- Keep track of when the weapon is being fired --- + timeLastFired = Time.time; + + // --- Spawn muzzle flash --- + var flash = Instantiate(muzzlePrefab, muzzlePosition.transform); + + // --- Shoot Projectile Object --- + if (projectilePrefab != null) + { + GameObject newProjectile = Instantiate(projectilePrefab, muzzlePosition.transform.position, muzzlePosition.transform.rotation, transform); + } + + // --- Disable any gameobjects, if needed --- + if (projectileToDisableOnFire != null) + { + projectileToDisableOnFire.SetActive(false); + Invoke("ReEnableDisabledProjectile", 3); + } + + // --- Handle Audio --- + if (source != null) + { + // --- Sometimes the source is not attached to the weapon for easy instantiation on quick firing weapons like machineguns, + // so that each shot gets its own audio source, but sometimes it's fine to use just 1 source. We don't want to instantiate + // the parent gameobject or the program will get stuck in a loop, so we check to see if the source is a child object --- + if(source.transform.IsChildOf(transform)) + { + source.Play(); + } + else + { + // --- Instantiate prefab for audio, delete after a few seconds --- + AudioSource newAS = Instantiate(source); + if ((newAS = Instantiate(source)) != null && newAS.outputAudioMixerGroup != null && newAS.outputAudioMixerGroup.audioMixer != null) + { + // --- Change pitch to give variation to repeated shots --- + newAS.outputAudioMixerGroup.audioMixer.SetFloat("Pitch", Random.Range(audioPitch.x, audioPitch.y)); + newAS.pitch = Random.Range(audioPitch.x, audioPitch.y); + + // --- Play the gunshot sound --- + newAS.PlayOneShot(GunShotClip); + + // --- Remove after a few seconds. Test script only. When using in project I recommend using an object pool --- + Destroy(newAS.gameObject, 4); + } + } + } + + // --- Insert custom code here to shoot projectile or hitscan from weapon --- + + } + + private void ReEnableDisabledProjectile() + { + projectileToDisableOnFire.SetActive(true); + } + } +} \ No newline at end of file diff --git a/Assets/Arts/BigRookGames/_AssetPacks/Stylized Weapon Pack/M4 Scoped Assault Rifle/Scripts/GunfireController.cs.meta b/Assets/Arts/BigRookGames/_AssetPacks/Stylized Weapon Pack/M4 Scoped Assault Rifle/Scripts/GunfireController.cs.meta new file mode 100644 index 0000000..a4cec95 --- /dev/null +++ b/Assets/Arts/BigRookGames/_AssetPacks/Stylized Weapon Pack/M4 Scoped Assault Rifle/Scripts/GunfireController.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 933e18ea02e20a1429dc3cdc3671dbc7 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Arts/BigRookGames/_AssetPacks/Stylized Weapon Pack/M4 Scoped Assault Rifle/Textures.meta b/Assets/Arts/BigRookGames/_AssetPacks/Stylized Weapon Pack/M4 Scoped Assault Rifle/Textures.meta new file mode 100644 index 0000000..53bbd44 --- /dev/null +++ b/Assets/Arts/BigRookGames/_AssetPacks/Stylized Weapon Pack/M4 Scoped Assault Rifle/Textures.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: a94a998634c88aa4aa6bd99204b6d39c +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Arts/BigRookGames/_AssetPacks/Stylized Weapon Pack/M4 Scoped Assault Rifle/Textures/Dust.png b/Assets/Arts/BigRookGames/_AssetPacks/Stylized Weapon Pack/M4 Scoped Assault Rifle/Textures/Dust.png new file mode 100644 index 0000000..d52b16e --- /dev/null +++ b/Assets/Arts/BigRookGames/_AssetPacks/Stylized Weapon Pack/M4 Scoped Assault Rifle/Textures/Dust.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:36ecab85a9bcd88ac5169a5b79d8e56fa5c5c52727bfedbdc9993214adcda551 +size 48102 diff --git a/Assets/Arts/BigRookGames/_AssetPacks/Stylized Weapon Pack/M4 Scoped Assault Rifle/Textures/Dust.png.meta b/Assets/Arts/BigRookGames/_AssetPacks/Stylized Weapon Pack/M4 Scoped Assault Rifle/Textures/Dust.png.meta new file mode 100644 index 0000000..8dda213 --- /dev/null +++ b/Assets/Arts/BigRookGames/_AssetPacks/Stylized Weapon Pack/M4 Scoped Assault Rifle/Textures/Dust.png.meta @@ -0,0 +1,132 @@ +fileFormatVersion: 2 +guid: 1f882f7cd12ec924c812328b3cf2ae17 +TextureImporter: + fileIDToRecycleName: {} + externalObjects: {} + serializedVersion: 7 + mipmaps: + mipMapMode: 0 + enableMipMap: 1 + sRGBTexture: 1 + linearTexture: 0 + fadeOut: 0 + borderMipMap: 0 + mipMapsPreserveCoverage: 0 + alphaTestReferenceValue: 0.5 + mipMapFadeDistanceStart: 1 + mipMapFadeDistanceEnd: 3 + bumpmap: + convertToNormalMap: 0 + externalNormalMap: 0 + heightScale: 0.25 + normalMapFilter: 0 + isReadable: 0 + streamingMipmaps: 0 + streamingMipmapsPriority: 0 + grayScaleToAlpha: 0 + generateCubemap: 6 + cubemapConvolution: 0 + seamlessCubemap: 0 + textureFormat: 1 + maxTextureSize: 2048 + textureSettings: + serializedVersion: 2 + filterMode: -1 + aniso: 2 + mipBias: -100 + wrapU: 0 + wrapV: 0 + wrapW: 0 + nPOTScale: 1 + lightmap: 0 + compressionQuality: 50 + spriteMode: 0 + spriteExtrude: 1 + spriteMeshType: 1 + alignment: 0 + spritePivot: {x: 0.5, y: 0.5} + spritePixelsToUnits: 100 + spriteBorder: {x: 0, y: 0, z: 0, w: 0} + spriteGenerateFallbackPhysicsShape: 1 + alphaUsage: 1 + alphaIsTransparency: 1 + spriteTessellationDetail: -1 + textureType: 0 + textureShape: 1 + singleChannelComponent: 0 + maxTextureSizeSet: 0 + compressionQualitySet: 0 + textureFormatSet: 0 + platformSettings: + - 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