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@ -0,0 +1,38 @@
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|||
Thank you for downloading the Modern Guns - Handgun package (version 1.2).
|
||||
If you enjoyed this asset, please consider trying the full version: https://assetstore.unity.com/packages/3d/props/guns/modern-guns-pack-63076
|
||||
|
||||
For support or any question, please contact us at Support@nokobot.com or visit Nokobot.com.
|
||||
For more of our assets, visit http://assets.nokobot.net/unity.
|
||||
Please remember to Rate and Review our assets, we really apperciate your support and feedback.
|
||||
|
||||
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
-- URP Support --
|
||||
|
||||
This version include URP made materials and demo scene for easy use.
|
||||
To acces these materials, go the URP folder and open the "Handgun_UPR_v1.2" file and import the associated files.
|
||||
You will now have a "Materials _URP" folder with URP materials.
|
||||
|
||||
|
||||
-- Animating the Weapons --
|
||||
|
||||
Note that the weapon comes with premade prefabs with animations and a shooting script.
|
||||
The weapon is seperated to individual animatable parts, with acrruate placing of pivots for each part for easy animation.
|
||||
We've also included empty GameOjects to indicate the Barrel Location (Barrel_Location) and Casing Exit location (Ejection_Location).
|
||||
|
||||
|
||||
-- Shootable "Plug and Play" Weapons --
|
||||
|
||||
This version includes a "Plug & Play" prefab for the weapon, search for the prefab with (Shooting) in the name.
|
||||
To make adjustments to the shooting script, please note that the callbacks for the Shoot() and CasingRelease() functions are in the animations themselves as animation events.
|
||||
|
||||
|
||||
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
--- Techincal Info ---
|
||||
|
||||
Almost all models include Albedo, Metallic and Normal Textures.
|
||||
|
||||
M1911 Handgun - 1479 Tris | 2048px Textures
|
||||
M1911 Magazine - 84 Tris | 1024px Textures
|
||||
45ACP Bullet - 136 Tris | 512px Textures
|
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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[AddComponentMenu("Nokobot/Modern Guns/Simple Shoot")]
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public class SimpleShoot : MonoBehaviour
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{
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[Header("Prefab Refrences")]
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public GameObject bulletPrefab;
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public GameObject casingPrefab;
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public GameObject muzzleFlashPrefab;
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[Header("Location Refrences")]
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[SerializeField] private Animator gunAnimator;
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[SerializeField] private Transform barrelLocation;
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[SerializeField] private Transform casingExitLocation;
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[Header("Settings")]
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[Tooltip("Specify time to destory the casing object")][SerializeField] private float destroyTimer = 2f;
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[Tooltip("Bullet Speed")][SerializeField] private float shotPower = 500f;
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[Tooltip("Casing Ejection Speed")][SerializeField] private float ejectPower = 150f;
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||||
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void Start()
|
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{
|
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if (barrelLocation == null)
|
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barrelLocation = transform;
|
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|
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if (gunAnimator == null)
|
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gunAnimator = GetComponentInChildren<Animator>();
|
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}
|
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|
||||
/*
|
||||
void Update()
|
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{
|
||||
//If you want a different input, change it here
|
||||
if (Input.GetButtonDown("Fire1"))
|
||||
{
|
||||
//Calls animation on the gun that has the relevant animation events that will fire
|
||||
gunAnimator.SetTrigger("Fire");
|
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}
|
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}
|
||||
*/
|
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public void StartShoot()
|
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{
|
||||
gunAnimator.SetTrigger("Fire");
|
||||
|
||||
}
|
||||
|
||||
|
||||
//This function creates the bullet behavior
|
||||
void Shoot()
|
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{
|
||||
if (muzzleFlashPrefab)
|
||||
{
|
||||
//Create the muzzle flash
|
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GameObject tempFlash;
|
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tempFlash = Instantiate(muzzleFlashPrefab, barrelLocation.position, barrelLocation.rotation);
|
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|
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//Destroy the muzzle flash effect
|
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Destroy(tempFlash, destroyTimer);
|
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}
|
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|
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//cancels if there's no bullet prefeb
|
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if (!bulletPrefab)
|
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{ return; }
|
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|
||||
// Create a bullet and add force on it in direction of the barrel
|
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Instantiate(bulletPrefab, barrelLocation.position, barrelLocation.rotation).GetComponent<Rigidbody>().AddForce(barrelLocation.forward * shotPower);
|
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|
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}
|
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|
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//This function creates a casing at the ejection slot
|
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void CasingRelease()
|
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{
|
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//Cancels function if ejection slot hasn't been set or there's no casing
|
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if (!casingExitLocation || !casingPrefab)
|
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{ return; }
|
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|
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//Create the casing
|
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GameObject tempCasing;
|
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tempCasing = Instantiate(casingPrefab, casingExitLocation.position, casingExitLocation.rotation) as GameObject;
|
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//Add force on casing to push it out
|
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tempCasing.GetComponent<Rigidbody>().AddExplosionForce(Random.Range(ejectPower * 0.7f, ejectPower), (casingExitLocation.position - casingExitLocation.right * 0.3f - casingExitLocation.up * 0.6f), 1f);
|
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//Add torque to make casing spin in random direction
|
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tempCasing.GetComponent<Rigidbody>().AddTorque(new Vector3(0, Random.Range(100f, 500f), Random.Range(100f, 1000f)), ForceMode.Impulse);
|
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|
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//Destroy casing after X seconds
|
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Destroy(tempCasing, destroyTimer);
|
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}
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