Merge pull request 'handgun' (#1) from handgun into main

Reviewed-on: #1
pull/3/head
Marc Gauch 2023-12-15 11:12:01 +01:00
commit 36c3a87adc
122 changed files with 19691 additions and 145 deletions

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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;
using System.Collections.Generic;
using UnityEngine;
[AddComponentMenu("Nokobot/Modern Guns/Simple Shoot")]
public class SimpleShoot : MonoBehaviour
{
[Header("Prefab Refrences")]
public GameObject bulletPrefab;
public GameObject casingPrefab;
public GameObject muzzleFlashPrefab;
[Header("Location Refrences")]
[SerializeField] private Animator gunAnimator;
[SerializeField] private Transform barrelLocation;
[SerializeField] private Transform casingExitLocation;
[Header("Settings")]
[Tooltip("Specify time to destory the casing object")][SerializeField] private float destroyTimer = 2f;
[Tooltip("Bullet Speed")][SerializeField] private float shotPower = 500f;
[Tooltip("Casing Ejection Speed")][SerializeField] private float ejectPower = 150f;
void Start()
{
if (barrelLocation == null)
barrelLocation = transform;
if (gunAnimator == null)
gunAnimator = GetComponentInChildren<Animator>();
}
/*
void Update()
{
//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");
}
}
*/
public void StartShoot()
{
gunAnimator.SetTrigger("Fire");
}
//This function creates the bullet behavior
void Shoot()
{
if (muzzleFlashPrefab)
{
//Create the muzzle flash
GameObject tempFlash;
tempFlash = Instantiate(muzzleFlashPrefab, barrelLocation.position, barrelLocation.rotation);
//Destroy the muzzle flash effect
Destroy(tempFlash, destroyTimer);
}
//cancels if there's no bullet prefeb
if (!bulletPrefab)
{ return; }
// Create a bullet and add force on it in direction of the barrel
Instantiate(bulletPrefab, barrelLocation.position, barrelLocation.rotation).GetComponent<Rigidbody>().AddForce(barrelLocation.forward * shotPower);
}
//This function creates a casing at the ejection slot
void CasingRelease()
{
//Cancels function if ejection slot hasn't been set or there's no casing
if (!casingExitLocation || !casingPrefab)
{ return; }
//Create the casing
GameObject tempCasing;
tempCasing = Instantiate(casingPrefab, casingExitLocation.position, casingExitLocation.rotation) as GameObject;
//Add force on casing to push it out
tempCasing.GetComponent<Rigidbody>().AddExplosionForce(Random.Range(ejectPower * 0.7f, ejectPower), (casingExitLocation.position - casingExitLocation.right * 0.3f - casingExitLocation.up * 0.6f), 1f);
//Add torque to make casing spin in random direction
tempCasing.GetComponent<Rigidbody>().AddTorque(new Vector3(0, Random.Range(100f, 500f), Random.Range(100f, 1000f)), ForceMode.Impulse);
//Destroy casing after X seconds
Destroy(tempCasing, destroyTimer);
}
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