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origin/eni
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lisin/char
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f35f9182ca |
5
.gitignore
vendored
5
.gitignore
vendored
@ -2,6 +2,11 @@
|
||||
#
|
||||
# Get latest from https://github.com/github/gitignore/blob/main/Unity.gitignore
|
||||
#
|
||||
|
||||
# MLagents
|
||||
Assets/ML-Agents/Timers/*
|
||||
#
|
||||
|
||||
/[Ll]ibrary/
|
||||
/[Tt]emp/
|
||||
/[Oo]bj/
|
||||
|
8
Assets/Actions.meta
generated
8
Assets/Actions.meta
generated
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@ -1,152 +0,0 @@
|
||||
//------------------------------------------------------------------------------
|
||||
// <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"": [
|
||||
{
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""name"": ""Player"",
|
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""id"": ""8e751434-03c0-4291-810e-0cff9117839d"",
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""actions"": [
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{
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""name"": ""Shoot"",
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""type"": ""Button"",
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""id"": ""bda4dcaf-c524-4b96-880c-afd5c4bb56a5"",
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""expectedControlType"": ""Button"",
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""processors"": """",
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""interactions"": """",
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""initialStateCheck"": false
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||||
}
|
||||
],
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||||
""bindings"": [
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{
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||||
""name"": """",
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||||
""id"": ""e3651dc9-d777-415f-8f5c-0a184b5f0f91"",
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""path"": ""<Mouse>/leftButton"",
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""interactions"": """",
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""processors"": """",
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""groups"": """",
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""action"": ""Shoot"",
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""isComposite"": false,
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""isPartOfComposite"": false
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}
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||||
]
|
||||
}
|
||||
],
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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);
|
||||
}
|
||||
}
|
11
Assets/Actions/Shooting Actions.cs.meta
generated
11
Assets/Actions/Shooting Actions.cs.meta
generated
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{
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|
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|
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|
||||
}
|
||||
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||||
}
|
||||
],
|
||||
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|
||||
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|
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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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8
Assets/Arts/BigRookGames/_AssetPacks/Stylized Weapon Pack/M4 Scoped Assault Rifle/Scripts.meta
generated
Normal file
8
Assets/Arts/BigRookGames/_AssetPacks/Stylized Weapon Pack/M4 Scoped Assault Rifle/Scripts.meta
generated
Normal file
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@ -0,0 +1,132 @@
|
||||
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 ---
|
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if(scope && lastScopeState != scopeActive)
|
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{
|
||||
lastScopeState = scopeActive;
|
||||
scope.SetActive(scopeActive);
|
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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.
|
||||
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|
||||
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|
||||
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)
|
||||
{
|
||||
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|
||||
}
|
||||
|
||||
// --- 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();
|
||||
}
|
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else
|
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{
|
||||
// --- Instantiate prefab for audio, delete after a few seconds ---
|
||||
AudioSource newAS = Instantiate(source);
|
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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()
|
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{
|
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projectileToDisableOnFire.SetActive(true);
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|
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}
|
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lightmap: 0
|
||||
compressionQuality: 50
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||||
spriteMode: 0
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||||
spriteExtrude: 1
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||||
spriteMeshType: 1
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||||
alignment: 0
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||||
spritePivot: {x: 0.5, y: 0.5}
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||||
spritePixelsToUnits: 100
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||||
spriteBorder: {x: 0, y: 0, z: 0, w: 0}
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||||
spriteGenerateFallbackPhysicsShape: 1
|
||||
alphaUsage: 1
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||||
alphaIsTransparency: 0
|
||||
spriteTessellationDetail: -1
|
||||
textureType: 0
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||||
textureShape: 1
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||||
singleChannelComponent: 0
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maxTextureSizeSet: 0
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||||
compressionQualitySet: 0
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||||
textureFormatSet: 0
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ignorePngGamma: 0
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applyGammaDecoding: 0
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platformSettings:
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||||
- serializedVersion: 3
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buildTarget: DefaultTexturePlatform
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maxTextureSize: 2048
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resizeAlgorithm: 0
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textureFormat: -1
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textureCompression: 1
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compressionQuality: 50
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crunchedCompression: 0
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androidETC2FallbackOverride: 0
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forceMaximumCompressionQuality_BC6H_BC7: 0
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spriteSheet:
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sprites: []
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outline: []
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physicsShape: []
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bones: []
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spriteID:
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internalID: 0
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vertices: []
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indices:
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edges: []
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weights: []
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secondaryTextures: []
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spritePackingTag:
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pSDShowRemoveMatteOption: 0
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userData:
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assetBundleName:
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assetBundleVariant:
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8
Assets/Arts/Hovl Studio.meta
generated
Normal file
8
Assets/Arts/Hovl Studio.meta
generated
Normal file
@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 59b15988de71fd84f8ea6d0dc09ee043
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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8
Assets/Arts/Hovl Studio/Toon Projectiles 2.meta
generated
Normal file
8
Assets/Arts/Hovl Studio/Toon Projectiles 2.meta
generated
Normal file
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
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guid: e27dcb28531ca4043bb6ffcc2f738712
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folderAsset: yes
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userData:
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8
Assets/Arts/Hovl Studio/Toon Projectiles 2/Demo scene.meta
generated
Normal file
8
Assets/Arts/Hovl Studio/Toon Projectiles 2/Demo scene.meta
generated
Normal file
@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 1643e725c68012840b450dc1ab5edca5
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -0,0 +1,118 @@
|
||||
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);
|
||||
}
|
||||
}
|
12
Assets/Arts/Hovl Studio/Toon Projectiles 2/Demo scene/DemoShooting.cs.meta
generated
Normal file
12
Assets/Arts/Hovl Studio/Toon Projectiles 2/Demo scene/DemoShooting.cs.meta
generated
Normal file
@ -0,0 +1,12 @@
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||||
fileFormatVersion: 2
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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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@ -0,0 +1 @@
|
||||
SUPPORT ASSET FOR URP(LWRP) or HDRP here --> https://assetstore.unity.com/packages/slug/157764
|
7
Assets/Arts/Hovl Studio/Toon Projectiles 2/Demo scene/HDRP and URP(LWRP).txt.meta
generated
Normal file
7
Assets/Arts/Hovl Studio/Toon Projectiles 2/Demo scene/HDRP and URP(LWRP).txt.meta
generated
Normal file
@ -0,0 +1,7 @@
|
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fileFormatVersion: 2
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guid: b98309e7a2098ea4594bfca945aab2f2
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TextScriptImporter:
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externalObjects: {}
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assetBundleName:
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BIN
Assets/Arts/Hovl Studio/Toon Projectiles 2/Demo scene/LightingData.asset
generated
Normal file
BIN
Assets/Arts/Hovl Studio/Toon Projectiles 2/Demo scene/LightingData.asset
generated
Normal file
Binary file not shown.
8
Assets/Arts/Hovl Studio/Toon Projectiles 2/Demo scene/LightingData.asset.meta
generated
Normal file
8
Assets/Arts/Hovl Studio/Toon Projectiles 2/Demo scene/LightingData.asset.meta
generated
Normal file
@ -0,0 +1,8 @@
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fileFormatVersion: 2
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userData:
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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