changed fire effects and added fire sound
This commit is contained in:
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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
|
||||
{
|
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// --- Audio ---
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public AudioClip GunShotClip;
|
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public AudioSource source;
|
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public Vector2 audioPitch = new Vector2(.9f, 1.1f);
|
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|
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// --- Muzzle ---
|
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public GameObject muzzlePrefab;
|
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public GameObject muzzlePosition;
|
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|
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// --- Config ---
|
||||
public bool autoFire;
|
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public float shotDelay = .5f;
|
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public bool rotate = true;
|
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public float rotationSpeed = .25f;
|
||||
|
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// --- Options ---
|
||||
public GameObject scope;
|
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public bool scopeActive = true;
|
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private bool lastScopeState;
|
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|
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// --- Projectile ---
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[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;
|
||||
|
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|
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private void Start()
|
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{
|
||||
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);
|
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}
|
||||
|
||||
// --- Fires the weapon if the delay time period has passed since the last shot ---
|
||||
if (autoFire && ((timeLastFired + shotDelay) <= Time.time))
|
||||
{
|
||||
FireWeapon();
|
||||
}
|
||||
|
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// --- Toggle scope based on public variable value ---
|
||||
if(scope && lastScopeState != scopeActive)
|
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{
|
||||
lastScopeState = scopeActive;
|
||||
scope.SetActive(scopeActive);
|
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}
|
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}
|
||||
|
||||
/// <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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Reference in New Issue
Block a user