28 Commits

Author SHA1 Message Date
e976a3fbff Fixes? and side channels. 2022-05-17 19:09:50 +07:00
b5aff44f79 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
2022-05-17 00:25:31 +07:00
229c4490c4 Finally bots can die. Player to. And another fixes. 2022-05-17 00:21:53 +07:00
01cc2e4812 fixed sound and particle syst 2022-05-16 23:54:16 +07:00
767e39d3bb fixed sounds and particle system 2022-05-16 23:51:10 +07:00
f6431a3fc4 fixed sounds 2022-05-16 22:17:27 +07:00
ef26022a99 changed fire effects and added fire sound 2022-05-16 20:34:49 +07:00
06fdfc077c Fixed many things. 2022-05-16 17:59:47 +07:00
150efde055 Almost Final Version 2022-05-16 01:13:50 +07:00
bb6aea8720 ... 2022-05-15 18:24:43 +07:00
abf262095f Added things 2022-05-13 13:29:38 +07:00
85518c4f3f latest change 2022-05-13 13:29:03 +07:00
3ed89a8c10 Merge remote-tracking branch 'origin/krazerleo/core/1' into krazerleo/core/1
# Conflicts:
#	Assets/Resources/BillingMode.json.meta
#	Assets/Scenes/AnimationTestScene.unity.meta
#	ProjectSettings/ProjectVersion.txt
2022-05-09 21:34:46 +07:00
d617ddabe7 Added Animations. Changed inspector view for navpoints. A lot of fixes. Changed project structure. 2022-05-09 21:31:33 +07:00
183de6485f Merge branch 'krazerleo/core/1' of https://gitea.gavt45.ru/gav/real-shooter into krazerleo/core/1
# Conflicts:
#	ProjectSettings/ProjectVersion.txt
2022-05-07 23:22:19 +07:00
12d27d36ce _ 2022-05-07 23:17:08 +07:00
6aa872c92f Runtime bot behavior instantiation 2022-05-07 23:08:32 +07:00
4250777a36 Merge branch 'main' into krazerleo/core/1 2022-05-07 23:01:34 +07:00
aa7b50554b Added project version 2022-05-07 23:00:24 +07:00
fa6b5f602e Added test NB 2022-05-07 22:58:25 +07:00
8cce356b8e MVP work with ml-agents python library 2022-05-07 22:56:07 +07:00
8083501783 Merge branch 'krazerleo/core/1' of https://gitea.gavt45.ru/gav/real-shooter into krazerleo/core/1 2022-05-07 22:02:42 +07:00
f9a3b06ec3 files add 2022-05-07 22:02:15 +07:00
e7d2315040 Merge branch 'krazerleo/core/1' of https://gitea.gavt45.ru/gav/real-shooter into krazerleo/core/1 2022-05-07 22:00:46 +07:00
87568c4077 added scene 2022-05-07 22:00:19 +07:00
4962a4b5da Merge branch 'krazerleo/core/1' of https://gitea.gavt45.ru/gav/real-shooter into krazerleo/core/1 2022-05-07 21:53:09 +07:00
3908334f65 Finally fixed 2022-05-07 21:45:28 +07:00
cfb7b71a8a Fixed merge errors 2022-05-05 15:37:51 +07:00
856 changed files with 925952 additions and 3389 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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using System.Collections;
using System.Collections.Generic;
using System.Runtime.Serialization.Formatters;
using System;
using UnityEngine;
public class DemoShooting : MonoBehaviour
{
public GameObject FirePoint;
public Camera Cam;
public float MaxLength;
public GameObject[] Prefabs;
private Ray RayMouse;
private Vector3 direction;
private Quaternion rotation;
[Header("GUI")]
private float windowDpi;
private int Prefab;
private GameObject Instance;
private float hSliderValue = 0.1f;
private float fireCountdown = 0f;
//Double-click protection
private float buttonSaver = 0f;
//For Camera shake
public Animation camAnim;
void Start()
{
if (Screen.dpi < 1) windowDpi = 1;
if (Screen.dpi < 200) windowDpi = 1;
else windowDpi = Screen.dpi / 200f;
Counter(0);
}
void Update()
{
//Single shoot
if (Input.GetMouseButtonDown(0))
{
camAnim.Play(camAnim.clip.name);
Instantiate(Prefabs[Prefab], FirePoint.transform.position, FirePoint.transform.rotation);
}
//Fast shooting
if (Input.GetMouseButton(1) && fireCountdown <= 0f)
{
Instantiate(Prefabs[Prefab], FirePoint.transform.position, FirePoint.transform.rotation);
fireCountdown = 0;
fireCountdown += hSliderValue;
}
fireCountdown -= Time.deltaTime;
//To change projectiles
if ((Input.GetKey(KeyCode.A) || Input.GetAxis("Horizontal") < 0) && buttonSaver >= 0.4f)// left button
{
buttonSaver = 0f;
Counter(-1);
}
if ((Input.GetKey(KeyCode.D) || Input.GetAxis("Horizontal") > 0) && buttonSaver >= 0.4f)// right button
{
buttonSaver = 0f;
Counter(+1);
}
buttonSaver += Time.deltaTime;
//To rotate fire point
if (Cam != null)
{
RaycastHit hit;
var mousePos = Input.mousePosition;
RayMouse = Cam.ScreenPointToRay(mousePos);
if (Physics.Raycast(RayMouse.origin, RayMouse.direction, out hit, MaxLength))
{
RotateToMouseDirection(gameObject, hit.point);
}
}
else
{
Debug.Log("No camera");
}
}
//GUI Text
void OnGUI()
{
GUI.Label(new Rect(10 * windowDpi, 5 * windowDpi, 400 * windowDpi, 20 * windowDpi), "Use left mouse button to single shoot!");
GUI.Label(new Rect(10 * windowDpi, 25 * windowDpi, 400 * windowDpi, 20 * windowDpi), "Use and hold the right mouse button for quick shooting!");
GUI.Label(new Rect(10 * windowDpi, 45 * windowDpi, 400 * windowDpi, 20 * windowDpi), "Fire rate:");
hSliderValue = GUI.HorizontalSlider(new Rect(70 * windowDpi, 50 * windowDpi, 100 * windowDpi, 20 * windowDpi), hSliderValue, 0.0f, 1.0f);
GUI.Label(new Rect(10 * windowDpi, 65 * windowDpi, 400 * windowDpi, 20 * windowDpi), "Use the keyboard buttons A/<- and D/-> to change projectiles!");
}
// To change prefabs (count - prefab number)
void Counter(int count)
{
Prefab += count;
if (Prefab > Prefabs.Length - 1)
{
Prefab = 0;
}
else if (Prefab < 0)
{
Prefab = Prefabs.Length - 1;
}
}
//To rotate fire point
void RotateToMouseDirection(GameObject obj, Vector3 destination)
{
direction = destination - obj.transform.position;
rotation = Quaternion.LookRotation(direction);
obj.transform.localRotation = Quaternion.Lerp(obj.transform.rotation, rotation, 1);
}
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SUPPORT ASSET FOR URP(LWRP) or HDRP here --> https://assetstore.unity.com/packages/slug/157764

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Asset Creator - Vladislav Horobets (Hovl).
-----------------------------------------------------
Using:
If you want to use post-effects like in the demo video:
https://youtu.be/hZSZ2Q8MF3k
1) Shaders
1.1)The "Use depth" on the material from the custom shaders is the Soft Particle Factor.
1.2)Use "Center glow"[MaterialToggle] only with particle system. This option is used to darken the main texture with a white texture (white is visible, black is invisible).
If you turn on this feature, you need to use "Custom vertex stream" (Uv0.Custom.xy) in tab "Render". And don't forget to use "Custom data" parameters in your PS.
1.3)The distortion shader only works with standard rendering. Delete (if exist) distortion particles from effects if you use LWRP or HDRP!
1.4)You can change the cutoff in all shaders (except Add_CenterGlow and Blend_CenterGlow ) using (Uv0.Custom.xy) in particle system.
2)Light.
2.1)You can disable light in the main effect component (delete light and disable light in PS).
Light strongly loads the game if you don't use light probes or something else.
3)Quality
3.1) For better sparks quality enable "Anisotropic textures: Forced On" in quality settings.
SUPPORT ASSET FOR URP(LWRP) or HDRP here --> https://assetstore.unity.com/packages/slug/157764
SUPPORT ASSET FOR URP(LWRP) or HDRP here --> https://assetstore.unity.com/packages/slug/157764
SUPPORT ASSET FOR URP(LWRP) or HDRP here --> https://assetstore.unity.com/packages/slug/157764
Contact me if you have any questions.
My email: gorobecn2@gmail.com
Thank you for reading, I really appreciate it.
Please rate this asset in the Asset Store ^^

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