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lisin/char
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9500880b86 |
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@ -1,27 +0,0 @@
|
|||||||
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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@ -1,132 +0,0 @@
|
|||||||
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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|
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@ -1,118 +0,0 @@
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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);
|
|
||||||
}
|
|
||||||
}
|
|
@ -1,12 +0,0 @@
|
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guid: 0015164b45b01e24499396ed322983f5
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timeCreated: 1536001444
|
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licenseType: Store
|
|
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MonoImporter:
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serializedVersion: 2
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defaultReferences: []
|
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -1 +0,0 @@
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SUPPORT ASSET FOR URP(LWRP) or HDRP here --> https://assetstore.unity.com/packages/slug/157764
|
|
@ -1,7 +0,0 @@
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externalObjects: {}
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mainObjectFileID: 25800000
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userData:
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assetBundleName:
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assetBundleVariant:
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BIN
Assets/Arts/Hovl Studio/Toon Projectiles 2/Demo scene/Lightmap-0_comp_dir.png
(Stored with Git LFS)
BIN
Assets/Arts/Hovl Studio/Toon Projectiles 2/Demo scene/Lightmap-0_comp_dir.png
(Stored with Git LFS)
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fileIDToRecycleName: {}
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linearTexture: 0
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mipMapsPreserveCoverage: 0
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alphaTestReferenceValue: 0.5
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normalMapFilter: 0
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isReadable: 0
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grayScaleToAlpha: 0
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generateCubemap: 6
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seamlessCubemap: 0
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textureFormat: 1
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maxTextureSize: 2048
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textureSettings:
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Asset Creator - Vladislav Horobets (Hovl).
|
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||||||
-----------------------------------------------------
|
|
||||||
|
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Using:
|
|
||||||
|
|
||||||
If you want to use post-effects like in the demo video:
|
|
||||||
https://youtu.be/hZSZ2Q8MF3k
|
|
||||||
|
|
||||||
1) Shaders
|
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1.1)The "Use depth" on the material from the custom shaders is the Soft Particle Factor.
|
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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).
|
|
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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.
|
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|
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3)Quality
|
|
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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
|
|
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|
|
||||||
Contact me if you have any questions.
|
|
||||||
My email: gorobecn2@gmail.com
|
|
||||||
|
|
||||||
|
|
||||||
Thank you for reading, I really appreciate it.
|
|
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Please rate this asset in the Asset Store ^^
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(Stored with Git LFS)
BIN
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(Stored with Git LFS)
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Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user