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diff --git a/Assets/Arts/BigRookGames/_AssetPacks/Stylized Weapon Pack/M4 Scoped Assault Rifle/Prefabs/VFX_M4 Muzzle Flash.prefab.meta b/Assets/Arts/BigRookGames/_AssetPacks/Stylized Weapon Pack/M4 Scoped Assault Rifle/Prefabs/VFX_M4 Muzzle Flash.prefab.meta
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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
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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
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+ outWeight: 0.33333334
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+ m_PostInfinity: 2
+ m_RotationOrder: 4
+ panLevelCustomCurve:
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+ m_Curve:
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+ time: 0
+ value: 0
+ inSlope: 0
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+ outWeight: 0.33333334
+ m_PreInfinity: 2
+ m_PostInfinity: 2
+ m_RotationOrder: 4
+ spreadCustomCurve:
+ serializedVersion: 2
+ m_Curve:
+ - serializedVersion: 3
+ time: 0
+ value: 0
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+ outSlope: 0
+ tangentMode: 0
+ weightedMode: 0
+ inWeight: 0.33333334
+ outWeight: 0.33333334
+ m_PreInfinity: 2
+ m_PostInfinity: 2
+ m_RotationOrder: 4
+ reverbZoneMixCustomCurve:
+ serializedVersion: 2
+ m_Curve:
+ - serializedVersion: 3
+ time: 0
+ value: 1
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+ outWeight: 0.33333334
+ m_PreInfinity: 2
+ m_PostInfinity: 2
+ m_RotationOrder: 4
--- !u!1 &8024036354822949060
GameObject:
m_ObjectHideFlags: 0
@@ -2928,6 +3056,7 @@ Transform:
m_LocalScale: {x: 1, y: 1, z: 1}
m_Children:
- {fileID: 1740317275426427760}
+ - {fileID: 5277638478289986791}
m_Father: {fileID: 1740317275426427710}
m_RootOrder: 2
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
diff --git a/Assets/Prefabs/PlayerPrefab/Player.prefab b/Assets/Prefabs/PlayerPrefab/Player.prefab
index 2e2ad85..21ac329 100644
--- a/Assets/Prefabs/PlayerPrefab/Player.prefab
+++ b/Assets/Prefabs/PlayerPrefab/Player.prefab
@@ -1545,6 +1545,7 @@ MonoBehaviour:
enemy: {fileID: 164324136889094180, guid: 2d8d8fcef9fc43144982428bd40ad6f0, type: 3}
isFiring: 0
lookSpeed: 50
+ fireAnimation: 0
--- !u!114 &5170482295850327424
MonoBehaviour:
m_ObjectHideFlags: 0
@@ -1559,9 +1560,10 @@ MonoBehaviour:
m_EditorClassIdentifier:
raycast: {fileID: 9178730298827149128}
firePoint: {fileID: 6083229256174510991}
- _projectilePrefab: {fileID: 1990380580032880, guid: 46b312e00ed9c1f459ea9f0e55bfac77,
+ projectilePrefab: {fileID: 1336949550903370, guid: 4543ab5e3d405ec40a8d4e9aa5165030,
type: 3}
gun: {fileID: 6083229256174510991}
+ audio: {fileID: 5014669800302474706}
--- !u!114 &5519976521156458274
MonoBehaviour:
m_ObjectHideFlags: 0
@@ -3353,6 +3355,7 @@ Transform:
m_LocalScale: {x: 1, y: 1, z: 1}
m_Children:
- {fileID: 2528273238195566651}
+ - {fileID: 4906390438081537706}
m_Father: {fileID: 2528273238195566709}
m_RootOrder: 1
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
@@ -3604,6 +3607,133 @@ AudioListener:
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 8287218850849767936}
m_Enabled: 1
+--- !u!1 &8358922336865124565
+GameObject:
+ m_ObjectHideFlags: 0
+ m_CorrespondingSourceObject: {fileID: 0}
+ m_PrefabInstance: {fileID: 0}
+ m_PrefabAsset: {fileID: 0}
+ serializedVersion: 6
+ m_Component:
+ - component: {fileID: 4906390438081537706}
+ - component: {fileID: 5014669800302474706}
+ m_Layer: 0
+ m_Name: SFX_Assault Single Shot
+ m_TagString: Untagged
+ m_Icon: {fileID: 0}
+ m_NavMeshLayer: 0
+ m_StaticEditorFlags: 0
+ m_IsActive: 1
+--- !u!4 &4906390438081537706
+Transform:
+ m_ObjectHideFlags: 0
+ m_CorrespondingSourceObject: {fileID: 0}
+ m_PrefabInstance: {fileID: 0}
+ m_PrefabAsset: {fileID: 0}
+ m_GameObject: {fileID: 8358922336865124565}
+ m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
+ m_LocalPosition: {x: 0, y: 0, z: 0}
+ m_LocalScale: {x: 1, y: 1, z: 1}
+ m_Children: []
+ m_Father: {fileID: 8684673709126177962}
+ m_RootOrder: 1
+ m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
+--- !u!82 &5014669800302474706
+AudioSource:
+ m_ObjectHideFlags: 0
+ m_CorrespondingSourceObject: {fileID: 0}
+ m_PrefabInstance: {fileID: 0}
+ m_PrefabAsset: {fileID: 0}
+ m_GameObject: {fileID: 8358922336865124565}
+ m_Enabled: 1
+ serializedVersion: 4
+ OutputAudioMixerGroup: {fileID: 0}
+ m_audioClip: {fileID: 8300000, guid: 0e5ec5d798406aa4699be8c44dd7599f, type: 3}
+ m_PlayOnAwake: 1
+ m_Volume: 1
+ m_Pitch: 1
+ Loop: 0
+ Mute: 0
+ Spatialize: 0
+ SpatializePostEffects: 0
+ Priority: 128
+ DopplerLevel: 1
+ MinDistance: 1
+ MaxDistance: 500
+ Pan2D: 0
+ rolloffMode: 0
+ BypassEffects: 0
+ BypassListenerEffects: 0
+ BypassReverbZones: 0
+ rolloffCustomCurve:
+ serializedVersion: 2
+ m_Curve:
+ - serializedVersion: 3
+ time: 0
+ value: 1
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+ outSlope: 0
+ tangentMode: 0
+ weightedMode: 0
+ inWeight: 0.33333334
+ outWeight: 0.33333334
+ - serializedVersion: 3
+ time: 1
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+ weightedMode: 0
+ inWeight: 0.33333334
+ outWeight: 0.33333334
+ m_PreInfinity: 2
+ m_PostInfinity: 2
+ m_RotationOrder: 4
+ panLevelCustomCurve:
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+ m_Curve:
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+ time: 0
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+ inWeight: 0.33333334
+ outWeight: 0.33333334
+ m_PreInfinity: 2
+ m_PostInfinity: 2
+ m_RotationOrder: 4
+ spreadCustomCurve:
+ serializedVersion: 2
+ m_Curve:
+ - serializedVersion: 3
+ time: 0
+ value: 0
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+ outSlope: 0
+ tangentMode: 0
+ weightedMode: 0
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+ outWeight: 0.33333334
+ m_PreInfinity: 2
+ m_PostInfinity: 2
+ m_RotationOrder: 4
+ reverbZoneMixCustomCurve:
+ serializedVersion: 2
+ m_Curve:
+ - serializedVersion: 3
+ time: 0
+ value: 1
+ inSlope: 0
+ outSlope: 0
+ tangentMode: 0
+ weightedMode: 0
+ inWeight: 0.33333334
+ outWeight: 0.33333334
+ m_PreInfinity: 2
+ m_PostInfinity: 2
+ m_RotationOrder: 4
--- !u!1 &9178730298827149128
GameObject:
m_ObjectHideFlags: 0
diff --git a/Assets/Scenes/Greatest_map_ever/Greatest_map_ever.unity b/Assets/Scenes/Greatest_map_ever/Greatest_map_ever.unity
index 6853fb1..c6bc9ca 100644
--- a/Assets/Scenes/Greatest_map_ever/Greatest_map_ever.unity
+++ b/Assets/Scenes/Greatest_map_ever/Greatest_map_ever.unity
@@ -38,7 +38,7 @@ RenderSettings:
m_ReflectionIntensity: 1
m_CustomReflection: {fileID: 0}
m_Sun: {fileID: 705507994}
- m_IndirectSpecularColor: {r: 0.44657898, g: 0.4964133, b: 0.5748178, a: 1}
+ m_IndirectSpecularColor: {r: 0.44657826, g: 0.49641263, b: 0.57481676, a: 1}
m_UseRadianceAmbientProbe: 0
--- !u!157 &3
LightmapSettings:
diff --git a/Assets/Scenes/kirill.unity b/Assets/Scenes/kirill.unity
index d0f37cc..96d9347 100644
--- a/Assets/Scenes/kirill.unity
+++ b/Assets/Scenes/kirill.unity
@@ -229,7 +229,7 @@ GameObject:
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
- m_IsActive: 1
+ m_IsActive: 0
--- !u!82 &381312698
AudioSource:
m_ObjectHideFlags: 0
@@ -338,7 +338,7 @@ Transform:
m_LocalScale: {x: 1, y: 1, z: 1}
m_Children: []
m_Father: {fileID: 0}
- m_RootOrder: 5
+ m_RootOrder: 4
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!1001 &553264655
PrefabInstance:
@@ -375,7 +375,7 @@ PrefabInstance:
- target: {fileID: 2528273238195566709, guid: b5b04f22586a72c438dddf26e4474a4b,
type: 3}
propertyPath: m_RootOrder
- value: 4
+ value: 3
objectReference: {fileID: 0}
- target: {fileID: 2528273238195566709, guid: b5b04f22586a72c438dddf26e4474a4b,
type: 3}
@@ -482,6 +482,17 @@ PrefabInstance:
propertyPath: m_AdditionalShaderChannelsFlag
value: 0
objectReference: {fileID: 0}
+ - target: {fileID: 5170482295850327424, guid: b5b04f22586a72c438dddf26e4474a4b,
+ type: 3}
+ propertyPath: audioClip
+ value:
+ objectReference: {fileID: 8300000, guid: 0e5ec5d798406aa4699be8c44dd7599f, type: 3}
+ - target: {fileID: 5170482295850327424, guid: b5b04f22586a72c438dddf26e4474a4b,
+ type: 3}
+ propertyPath: projectilePrefab
+ value:
+ objectReference: {fileID: 1336949550903370, guid: 4543ab5e3d405ec40a8d4e9aa5165030,
+ type: 3}
- target: {fileID: 5170482295850327424, guid: b5b04f22586a72c438dddf26e4474a4b,
type: 3}
propertyPath: Prefabs.Array.size
@@ -656,7 +667,7 @@ Transform:
m_LocalScale: {x: 1, y: 1, z: 1}
m_Children: []
m_Father: {fileID: 0}
- m_RootOrder: 3
+ m_RootOrder: 2
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!1 &1163197377 stripped
GameObject:
@@ -789,94 +800,5 @@ Transform:
m_LocalScale: {x: 100, y: 1, z: 100}
m_Children: []
m_Father: {fileID: 0}
- m_RootOrder: 2
+ m_RootOrder: 1
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
---- !u!1001 &164324137747225978
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- serializedVersion: 2
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- m_Modifications:
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- value: Cube
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diff --git a/Assets/Scripts/Weapons/Shooting.cs b/Assets/Scripts/Weapons/Shooting.cs
index 9c47948..31c8f4a 100644
--- a/Assets/Scripts/Weapons/Shooting.cs
+++ b/Assets/Scripts/Weapons/Shooting.cs
@@ -2,7 +2,7 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
-
+[RequireComponent(typeof(AudioSource))]
public class Shooting : MonoBehaviour
{
public GameObject raycast;
@@ -14,6 +14,14 @@ public class Shooting : MonoBehaviour
private float _fireCountdown = 1f;
public GameObject gun;
+ public AudioSource audio;
+
+ private void Start()
+ {
+ //audio = GetComponent();
+ //audio.Play();
+ }
+
private void Update()
{
HandleMouseButton();
@@ -25,6 +33,7 @@ public class Shooting : MonoBehaviour
{
_fireCountdown = 0;
_fireCountdown += hSliderValue;
+ audio.Play();
Shoot();
}
_fireCountdown -= Time.deltaTime;