Merge remote-tracking branch 'origin/lisin/character/2' into lisin/character/2
# Conflicts: # Assets/Prefabs/PlayerPrefab/Player.prefab # Assets/Scenes/Greatest_map_ever/Greatest_map_ever.unity # Assets/Scripts/Weapons/Shooting.cs
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@ -0,0 +1,27 @@
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|
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
|
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@ -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);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 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.
|
||||||
|
/// </summary>
|
||||||
|
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);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
@ -0,0 +1,11 @@
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133
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133
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198
Assets/Scenes/kirill.unity
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- target: {fileID: 5170482295850327424, guid: b5b04f22586a72c438dddf26e4474a4b,
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type: 3}
|
type: 3}
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propertyPath: Prefabs.Array.size
|
propertyPath: Prefabs.Array.size
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||||||
@ -570,6 +652,21 @@ PrefabInstance:
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propertyPath: m_Enabled
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propertyPath: m_Enabled
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value: 0
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value: 0
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objectReference: {fileID: 0}
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objectReference: {fileID: 0}
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type: 3}
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propertyPath: looping
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value: 0
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objectReference: {fileID: 0}
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- target: {fileID: 5681361825237611711, guid: b5b04f22586a72c438dddf26e4474a4b,
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type: 3}
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propertyPath: lengthInSec
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value: 1
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objectReference: {fileID: 0}
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- target: {fileID: 5688969300207199068, guid: b5b04f22586a72c438dddf26e4474a4b,
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type: 3}
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propertyPath: m_Volume
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value: 0.518
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objectReference: {fileID: 0}
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- target: {fileID: 6900876834040779050, guid: b5b04f22586a72c438dddf26e4474a4b,
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- target: {fileID: 6900876834040779050, guid: b5b04f22586a72c438dddf26e4474a4b,
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type: 3}
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type: 3}
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||||||
propertyPath: LookSpeed
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propertyPath: LookSpeed
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@ -656,7 +753,7 @@ Transform:
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_Children: []
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m_Children: []
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m_Father: {fileID: 0}
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m_Father: {fileID: 0}
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m_RootOrder: 3
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m_RootOrder: 2
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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--- !u!1 &1163197377 stripped
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--- !u!1 &1163197377 stripped
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GameObject:
|
GameObject:
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@ -748,7 +845,7 @@ MeshRenderer:
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m_RenderingLayerMask: 1
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m_RenderingLayerMask: 1
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m_RendererPriority: 0
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m_RendererPriority: 0
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m_Materials:
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m_Materials:
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- {fileID: 10303, guid: 0000000000000000f000000000000000, type: 0}
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- {fileID: 2100000, guid: 5bfc78f05f6d4c24f9b3af77b64086a9, type: 2}
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m_StaticBatchInfo:
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firstSubMesh: 0
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firstSubMesh: 0
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subMeshCount: 0
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subMeshCount: 0
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@ -789,94 +886,5 @@ Transform:
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m_LocalScale: {x: 100, y: 1, z: 100}
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m_LocalScale: {x: 100, y: 1, z: 100}
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m_Children: []
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m_Children: []
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m_Father: {fileID: 0}
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m_Father: {fileID: 0}
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m_RootOrder: 2
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m_RootOrder: 1
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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--- !u!1001 &164324137747225978
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PrefabInstance:
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m_ObjectHideFlags: 0
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serializedVersion: 2
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m_Modification:
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m_TransformParent: {fileID: 0}
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m_Modifications:
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- target: {fileID: 164324136889094180, guid: 2d8d8fcef9fc43144982428bd40ad6f0,
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type: 3}
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propertyPath: m_Name
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value: Cube
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objectReference: {fileID: 0}
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- target: {fileID: 164324136889094181, guid: 2d8d8fcef9fc43144982428bd40ad6f0,
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propertyPath: m_RootOrder
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value: 1
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objectReference: {fileID: 0}
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objectReference: {fileID: 0}
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value: 3.0605
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objectReference: {fileID: 0}
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propertyPath: m_LocalPosition.z
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value: 0
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objectReference: {fileID: 0}
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propertyPath: health
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value: 200
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objectReference: {fileID: 0}
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m_RemovedComponents: []
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m_SourcePrefab: {fileID: 100100000, guid: 2d8d8fcef9fc43144982428bd40ad6f0, type: 3}
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|
||||||
|
@ -2,18 +2,21 @@
|
|||||||
using System.Collections;
|
using System.Collections;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
[RequireComponent(typeof(AudioSource))]
|
||||||
public class Shooting : MonoBehaviour
|
public class Shooting : MonoBehaviour
|
||||||
{
|
{
|
||||||
public GameObject raycast;
|
public GameObject raycast;
|
||||||
|
|
||||||
public GameObject firePoint;
|
public GameObject firePoint;
|
||||||
[SerializeField] private GameObject projectilePrefab;
|
//[SerializeField] private ParticleSystem projectilePrefab;
|
||||||
|
public ParticleSystem projectilePrefab;
|
||||||
|
|
||||||
private float hSliderValue = 0.1f;
|
private float hSliderValue = 0.1f;
|
||||||
private float _fireCountdown = 0.1f;
|
private float _fireCountdown = 0.1f;
|
||||||
|
|
||||||
public GameObject gun;
|
public GameObject gun;
|
||||||
|
public AudioSource audioSource;
|
||||||
|
|
||||||
private void Update()
|
private void Update()
|
||||||
{
|
{
|
||||||
HandleMouseButton();
|
HandleMouseButton();
|
||||||
@ -32,6 +35,7 @@ public class Shooting : MonoBehaviour
|
|||||||
|
|
||||||
private void PlayerShoot()
|
private void PlayerShoot()
|
||||||
{
|
{
|
||||||
|
audioSource.Play();
|
||||||
Instantiate(projectilePrefab, firePoint.transform.position, firePoint.transform.rotation);
|
Instantiate(projectilePrefab, firePoint.transform.position, firePoint.transform.rotation);
|
||||||
if (Physics.Raycast(raycast.transform.position,
|
if (Physics.Raycast(raycast.transform.position,
|
||||||
raycast.transform.forward, out var hit,
|
raycast.transform.forward, out var hit,
|
||||||
@ -50,7 +54,7 @@ public class Shooting : MonoBehaviour
|
|||||||
raycast.transform.forward, out var hit,
|
raycast.transform.forward, out var hit,
|
||||||
SettingsReader.Instance.GetSettings.ViewDistance))
|
SettingsReader.Instance.GetSettings.ViewDistance))
|
||||||
{
|
{
|
||||||
if (hit.transform.TryGetComponent<ICharacter>(out var target))
|
if (hit.transform.TryGetComponent<NPC>(out var target))
|
||||||
{
|
{
|
||||||
Instantiate(projectilePrefab, firePoint.transform.position, firePoint.transform.rotation);
|
Instantiate(projectilePrefab, firePoint.transform.position, firePoint.transform.rotation);
|
||||||
target.GetDamage(SettingsReader.Instance.GetSettings.RifleDamage);
|
target.GetDamage(SettingsReader.Instance.GetSettings.RifleDamage);
|
||||||
|
Reference in New Issue
Block a user