changed fire effects and added fire sound

This commit is contained in:
2022-05-16 20:34:49 +07:00
parent 06fdfc077c
commit ef26022a99
74 changed files with 43230 additions and 98 deletions

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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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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);
}
}
}

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