17 Commits

Author SHA1 Message Date
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
c6532205ae 123 2022-04-26 16:29:46 +07:00
4c60131e99 Covers upgrade 2022-04-19 22:09:01 +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
1674 changed files with 699763 additions and 3123 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(@"{
""name"": ""Shooting Actions"",
""maps"": [
{
""name"": ""Player"",
""id"": ""8e751434-03c0-4291-810e-0cff9117839d"",
""actions"": [
{
""name"": ""Shoot"",
""type"": ""Button"",
""id"": ""bda4dcaf-c524-4b96-880c-afd5c4bb56a5"",
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""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""Shoot"",
""isComposite"": false,
""isPartOfComposite"": false
}
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}
],
""controlSchemes"": []
}");
// 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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Thank you for acquiring my asset.
A prefab is already made for you so that you can start using the asset right away, but you're also provided with all of the base files such as textures, models and materials to play around with them.
Take a look at the demo scene for some ideas. As you can see, you can move, delete and animate several parts of the gun as you like.
This weapon is made for use in FPS games, but it can also look good from other perspectives.

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