50 Commits

Author SHA1 Message Date
9faeccdae3 fixed player in bot fights and their scaled time features (player not time scaled). Now player can join to fights for justice. 2022-05-20 02:22:22 +07:00
7db8dbcfcf Fixed nan exception 2022-05-18 01:37:06 +07:00
4132787ef8 Final commit 2022-05-18 00:21:35 +07:00
ebddcadc38 Merge with karavan/nav/1 2022-05-17 22:08:20 +07:00
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
141098d600 Adding new mountain model 2022-05-12 04:18:25 +07:00
5e8bc9610d FantasticMap#1_fixNavmesh 2022-05-12 03:53:22 +07:00
62ae65633e Fantastic map#1 2022-05-12 03:36:24 +07:00
457c30c4a8 super karta 2022-05-09 23:27:25 +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
cfb7b71a8a Fixed merge errors 2022-05-05 15:37:51 +07:00
c6532205ae 123 2022-04-26 16:29:46 +07:00
4c60131e99 Covers upgrade 2022-04-19 22:09:01 +07:00
1e4f90c0ed Removed useless temporary files 2022-04-19 19:31:15 +07:00
28863de9df Merge branch 'krazerleo/core/1' 2022-04-19 19:29:10 +07:00
6b9c559a69 Joskaia ebla v jopu 2022-04-18 17:54:37 +07:00
bbadfc5c26 Test 2022-04-18 16:11:25 +07:00
32007d789e LisKiril commit2 2022-04-18 15:54:31 +07:00
d2cb94c998 Merge branch 'lisin/character/1' into karavan/nav/1 2022-04-18 15:54:18 +07:00
5dec06be8d LisKiril commit 2022-04-18 15:46:10 +07:00
4bc5cb5ed2 Fixed RayCasts 2022-04-18 15:42:54 +07:00
4e1787dce9 New map+Fix flg model 2022-04-18 15:41:04 +07:00
2fd9694679 wip: add aim 2022-04-17 14:03:57 +07:00
60e8cc14fd fixed animations 2022-04-13 23:40:33 +07:00
1d41490f11 added animation for weapon(walking) 2022-04-13 22:38:42 +07:00
95f61ab7e2 changed weapon 2022-04-12 14:05:55 +07:00
2509 changed files with 1622772 additions and 3385 deletions

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//------------------------------------------------------------------------------
// <auto-generated>
// This code was auto-generated by com.unity.inputsystem:InputActionCodeGenerator
// version 1.3.0
// from Assets/Actions/Shooting Actions.inputactions
//
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </auto-generated>
//------------------------------------------------------------------------------
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine.InputSystem;
using UnityEngine.InputSystem.Utilities;
public partial class @ShootingActions : IInputActionCollection2, IDisposable
{
public InputActionAsset asset { get; }
public @ShootingActions()
{
asset = InputActionAsset.FromJson(@"{
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""maps"": [
{
""name"": ""Player"",
""id"": ""8e751434-03c0-4291-810e-0cff9117839d"",
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}");
// Player
m_Player = asset.FindActionMap("Player", throwIfNotFound: true);
m_Player_Shoot = m_Player.FindAction("Shoot", throwIfNotFound: true);
}
public void Dispose()
{
UnityEngine.Object.Destroy(asset);
}
public InputBinding? bindingMask
{
get => asset.bindingMask;
set => asset.bindingMask = value;
}
public ReadOnlyArray<InputDevice>? devices
{
get => asset.devices;
set => asset.devices = value;
}
public ReadOnlyArray<InputControlScheme> controlSchemes => asset.controlSchemes;
public bool Contains(InputAction action)
{
return asset.Contains(action);
}
public IEnumerator<InputAction> GetEnumerator()
{
return asset.GetEnumerator();
}
IEnumerator IEnumerable.GetEnumerator()
{
return GetEnumerator();
}
public void Enable()
{
asset.Enable();
}
public void Disable()
{
asset.Disable();
}
public IEnumerable<InputBinding> bindings => asset.bindings;
public InputAction FindAction(string actionNameOrId, bool throwIfNotFound = false)
{
return asset.FindAction(actionNameOrId, throwIfNotFound);
}
public int FindBinding(InputBinding bindingMask, out InputAction action)
{
return asset.FindBinding(bindingMask, out action);
}
// Player
private readonly InputActionMap m_Player;
private IPlayerActions m_PlayerActionsCallbackInterface;
private readonly InputAction m_Player_Shoot;
public struct PlayerActions
{
private @ShootingActions m_Wrapper;
public PlayerActions(@ShootingActions wrapper) { m_Wrapper = wrapper; }
public InputAction @Shoot => m_Wrapper.m_Player_Shoot;
public InputActionMap Get() { return m_Wrapper.m_Player; }
public void Enable() { Get().Enable(); }
public void Disable() { Get().Disable(); }
public bool enabled => Get().enabled;
public static implicit operator InputActionMap(PlayerActions set) { return set.Get(); }
public void SetCallbacks(IPlayerActions instance)
{
if (m_Wrapper.m_PlayerActionsCallbackInterface != null)
{
@Shoot.started -= m_Wrapper.m_PlayerActionsCallbackInterface.OnShoot;
@Shoot.performed -= m_Wrapper.m_PlayerActionsCallbackInterface.OnShoot;
@Shoot.canceled -= m_Wrapper.m_PlayerActionsCallbackInterface.OnShoot;
}
m_Wrapper.m_PlayerActionsCallbackInterface = instance;
if (instance != null)
{
@Shoot.started += instance.OnShoot;
@Shoot.performed += instance.OnShoot;
@Shoot.canceled += instance.OnShoot;
}
}
}
public PlayerActions @Player => new PlayerActions(this);
public interface IPlayerActions
{
void OnShoot(InputAction.CallbackContext context);
}
}

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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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