feat: changed FORGE3D Sci-Fi Effects to fit my needs better

This commit is contained in:
Jakob Feldmann 2024-06-12 13:31:29 +02:00
parent 7a3e0e0a69
commit aff9e88a93
41 changed files with 2175 additions and 48970 deletions

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View File

@ -443,7 +443,7 @@ namespace FORGE3D
}
// Play heavy plasma beam shot and loop audio at specific position
public void PlasmaBeamHeavyLoop(Vector3 pos, Transform loopParent)
public AudioSource PlasmaBeamHeavyLoop(Vector3 pos, Transform loopParent)
{
AudioSource aOpen =
F3DPoolManager.Pools["GeneratedPool"].SpawnAudio(audioSource, plasmabeamHeavyOpen, pos, null)
@ -468,6 +468,7 @@ namespace FORGE3D
aLoop.Play();
}
return aLoop;
}
// Play heavy plasma beam closing audio at specific position

View File

@ -8,67 +8,75 @@ namespace FORGE3D
{
public LayerMask layerMask;
public F3DFXType fxType; // Weapon type
public bool OneShot; // Constant or single beam?
[Tooltip("The amount of damage this projectil inflicts generally.")]
public float Damage = 1f;
[Tooltip("The magnitude of the blast when hitting something.")]
public float BlastMagnitude = 0.1f;
public Texture[] BeamFrames; // Animation frame sequence
public float FrameStep; // Animation time
[HideInInspector]
public int OwnerId = 0;
public float beamScale; // Default beam scale to be kept over distance
public float MaxBeamLength; // Maximum beam length
public WeaponEffect fxType; // Weapon type
public bool OneShot; // Constant or single beam?
public bool AnimateUV; // UV Animation
public float UVTime; // UV Animation speed
public Texture[] BeamFrames; // Animation frame sequence
public float FrameStep; // Animation time
public Transform rayImpact; // Impact transform
public Transform rayMuzzle; // Muzzle flash transform
public float beamScale; // Default beam scale to be kept over distance
public float MaxBeamLength; // Maximum beam length
LineRenderer lineRenderer; // Line rendered component
RaycastHit hitPoint; // Raycast structure
RaycastHit2D hitPoint2D; // Raycasthit in 2d
public bool AnimateUV; // UV Animation
public float UVTime; // UV Animation speed
int frameNo; // Frame counter
int FrameTimerID; // Frame timer reference
float beamLength; // Current beam length
float initialBeamOffset; // Initial UV offset
public float fxOffset; // Fx offset from bullet's touch point
public Transform rayImpact; // Impact transform
public Transform rayMuzzle; // Muzzle flash transform
void Awake()
{
// Get line renderer component
lineRenderer = GetComponent<LineRenderer>();
LineRenderer lineRenderer; // Line rendered component
RaycastHit hitPoint; // Raycast structure
RaycastHit2D hitPoint2D; // Raycasthit in 2d
// Assign first frame texture
if (!AnimateUV && BeamFrames.Length > 0)
lineRenderer.material.mainTexture = BeamFrames[0];
int frameNo; // Frame counter
int FrameTimerID; // Frame timer reference
float beamLength; // Current beam length
float initialBeamOffset; // Initial UV offset
public float fxOffset; // Fx offset from bullet's touch point
// Randomize uv offset
initialBeamOffset = Random.Range(0f, 5f);
}
void Awake()
{
// Get line renderer component
lineRenderer = GetComponent<LineRenderer>();
// OnSpawned called by pool manager
void OnSpawned()
{
// Do one time raycast in case of one shot flag
if (OneShot)
Raycast();
// Assign first frame texture
if (!AnimateUV && BeamFrames.Length > 0)
lineRenderer.material.mainTexture = BeamFrames[0];
// Start animation sequence if beam frames array has more than 2 elements
if (BeamFrames.Length > 1)
Animate();
}
// Randomize uv offset
initialBeamOffset = Random.Range(0f, 5f);
}
// OnDespawned called by pool manager
void OnDespawned()
{
// Reset frame counter
frameNo = 0;
// OnSpawned called by pool manager
void OnSpawned()
{
// Do one time raycast in case of one shot flag
if (OneShot)
Raycast();
// Clear timer
if (FrameTimerID != -1)
{
F3DTime.time.RemoveTimer(FrameTimerID);
FrameTimerID = -1;
// Start animation sequence if beam frames array has more than 2 elements
if (BeamFrames.Length > 1)
Animate();
}
// OnDespawned called by pool manager
void OnDespawned()
{
// Reset frame counter
frameNo = 0;
// Clear timer
if (FrameTimerID != -1)
{
F3DTime.time.RemoveTimer(FrameTimerID);
FrameTimerID = -1;
}
}
@ -81,142 +89,124 @@ namespace FORGE3D
// Calculate default beam proportion multiplier based on default scale and maximum length
float propMult = MaxBeamLength * (beamScale / 10f);
// Raycast
if (Physics.Raycast(ray, out hitPoint, MaxBeamLength, layerMask))
{
// Get current beam length and update line renderer accordingly
beamLength = Vector3.Distance(transform.position, hitPoint.point);
lineRenderer.SetPosition(1, new Vector3(0f, 0f, beamLength));
// Raycast
if (Physics.Raycast(ray, out hitPoint, MaxBeamLength, layerMask)
&& DetectorCollision(hitPoint) != OwnerId)
{
// Get current beam length and update line renderer accordingly
beamLength = Vector3.Distance(transform.position, hitPoint.point);
lineRenderer.SetPosition(1, new Vector3(0f, 0f, beamLength));
// Calculate default beam proportion multiplier based on default scale and current length
propMult = beamLength * (beamScale / 10f);
// Spawn prefabs and apply force
switch (fxType)
{
case F3DFXType.Sniper:
F3DFXController.instance.SniperImpact(hitPoint.point + hitPoint.normal * fxOffset);
ApplyForce(4f);
break;
// Calculate default beam proportion multiplier based on default scale and current length
propMult = beamLength * (beamScale / 10f);
// Spawn prefabs and apply force
switch (fxType)
{
case WeaponEffect.Sniper:
F3DFXController.instance.SniperImpact(hitPoint.point + hitPoint.normal * fxOffset);
break;
case F3DFXType.RailGun:
F3DFXController.instance.RailgunImpact(hitPoint.point + hitPoint.normal * fxOffset);
ApplyForce(7f);
break;
case WeaponEffect.RailGun:
F3DFXController.instance.RailgunImpact(hitPoint.point + hitPoint.normal * fxOffset);
break;
case F3DFXType.PlasmaBeam:
ApplyForce(0.5f);
break;
case WeaponEffect.PlasmaBeam:
break;
case F3DFXType.PlasmaBeamHeavy:
ApplyForce(2f);
break;
}
case WeaponEffect.PlasmaBeamHeavy:
break;
}
// Adjust impact effect position
if (rayImpact)
rayImpact.position = hitPoint.point - transform.forward * 0.5f;
}
//checking in 2d mode
else
{
RaycastHit2D ray2D = Physics2D.Raycast(new Vector2(transform.position.x, transform.position.y),
new Vector2(transform.forward.x, transform.forward.y), beamLength, layerMask);
if (ray2D)
{
// Get current beam length and update line renderer accordingly
beamLength = Vector3.Distance(transform.position, ray2D.point);
lineRenderer.SetPosition(1, new Vector3(0f, 0f, beamLength));
// Adjust impact effect position
if (rayImpact)
rayImpact.position = hitPoint.point - transform.forward * 0.5f;
}
else
{
// Set beam to maximum length
beamLength = MaxBeamLength;
lineRenderer.SetPosition(1, new Vector3(0f, 0f, beamLength));
// Calculate default beam proportion multiplier based on default scale and current length
propMult = beamLength * (beamScale / 10f);
// Spawn prefabs and apply force
switch (fxType)
{
case F3DFXType.Sniper:
// Adjust impact effect position
if (rayImpact)
rayImpact.position = transform.position + transform.forward * beamLength;
}
F3DFXController.instance.SniperImpact(ray2D.point + ray2D.normal * fxOffset);
ApplyForce(4f);
break;
// Adjust muzzle position
if (rayMuzzle)
rayMuzzle.position = transform.position + transform.forward * 0.1f;
case F3DFXType.RailGun:
F3DFXController.instance.RailgunImpact(ray2D.point + ray2D.normal * fxOffset);
ApplyForce(7f);
break;
// Set beam scaling according to its length
lineRenderer.material.SetTextureScale("_BaseMap", new Vector2(propMult, 1f));
}
case F3DFXType.PlasmaBeam:
ApplyForce(0.5f);
break;
/// <summary>
/// Checks if a HitDetector was hit and registers a hit
/// on it if so.
/// </summary>
/// <param name="hitPoint"></param>
/// <returns>OwnerId of the hit detector (-1 on none)</returns>
int DetectorCollision(RaycastHit hitPoint)
{
if (hitPoint.collider.gameObject.TryGetComponent(out HitDetection detector))
{
// Check if the one firing was hit
if (detector.OwnerId == OwnerId)
{
return OwnerId;
}
case F3DFXType.PlasmaBeamHeavy:
ApplyForce(2f);
break;
}
ProjectileDamage inflictling = new()
{
DamageValue = Damage,
ImpactMagnitude = BlastMagnitude,
ImpactPoint = hitPoint.point,
ImpactDirection = transform.forward
};
detector.RegisterHit(inflictling);
return detector.OwnerId;
}
return -1;
}
// Adjust impact effect position
if (rayImpact)
rayImpact.position = new Vector3(ray2D.point.x,
ray2D.point.y,
this.gameObject.transform.position.z) - transform.forward * 0.5f;
}
// Nothing was his
else
{
// Set beam to maximum length
beamLength = MaxBeamLength;
lineRenderer.SetPosition(1, new Vector3(0f, 0f, beamLength));
// Advance texture frame
void OnFrameStep()
{
// Set current texture frame based on frame counter
lineRenderer.material.mainTexture = BeamFrames[frameNo];
frameNo++;
// Adjust impact effect position
if (rayImpact)
rayImpact.position = transform.position + transform.forward * beamLength;
}
}
// Reset frame counter
if (frameNo == BeamFrames.Length)
frameNo = 0;
}
// Adjust muzzle position
if (rayMuzzle)
rayMuzzle.position = transform.position + transform.forward * 0.1f;
// Initialize frame animation
void Animate()
{
if (BeamFrames.Length > 1)
{
// Set current frame
frameNo = 0;
lineRenderer.material.mainTexture = BeamFrames[frameNo];
// Set beam scaling according to its length
lineRenderer.material.SetTextureScale("_BaseMap", new Vector2(propMult, 1f));
}
// Add timer
FrameTimerID = F3DTime.time.AddTimer(FrameStep, BeamFrames.Length - 1, OnFrameStep);
// Advance texture frame
void OnFrameStep()
{
// Set current texture frame based on frame counter
lineRenderer.material.mainTexture = BeamFrames[frameNo];
frameNo++;
frameNo = 1;
}
}
// Reset frame counter
if (frameNo == BeamFrames.Length)
frameNo = 0;
}
// Apply force to last hit object
void ApplyForce(float force)
{
if (hitPoint.rigidbody != null)
hitPoint.rigidbody.AddForceAtPosition(transform.forward * force, hitPoint.point,
ForceMode.VelocityChange);
}
// Initialize frame animation
void Animate()
{
if (BeamFrames.Length > 1)
{
// Set current frame
frameNo = 0;
lineRenderer.material.mainTexture = BeamFrames[frameNo];
// Add timer
FrameTimerID = F3DTime.time.AddTimer(FrameStep, BeamFrames.Length - 1, OnFrameStep);
frameNo = 1;
}
}
// Apply force to last hit object
void ApplyForce(float force)
{
if (hitPoint.rigidbody != null)
hitPoint.rigidbody.AddForceAtPosition(transform.forward * force, hitPoint.point,
ForceMode.VelocityChange);
}
// Set offset of impact
public void SetOffset(float offset)
// Set offset of impact
public void SetOffset(float offset)
{
fxOffset = offset;
}

View File

@ -1,75 +1,78 @@
using UnityEngine;
using System.Collections;
using System;
using System.Linq;
namespace FORGE3D
{
// Weapon types
public enum F3DFXType
{
Vulcan,
SoloGun,
Sniper,
ShotGun,
Seeker,
RailGun,
PlasmaGun,
PlasmaBeam,
PlasmaBeamHeavy,
LightningGun,
FlameRed,
LaserImpulse
}
// Weapon types
public enum WeaponEffect
{
Vulcan,
SoloGun,
Sniper,
ShotGun,
Seeker,
RailGun,
PlasmaGun,
PlasmaBeam,
PlasmaBeamHeavy,
LightningGun,
FlameRed,
LaserImpulse,
None
}
public class F3DFXController : MonoBehaviour
{
// Singleton instance
public static F3DFXController instance;
public class F3DFXController : MonoBehaviour
{
// Singleton instance
public static F3DFXController instance;
// Current firing socket
private int curSocket = 0;
// Current firing socket
private int curSocket = 0;
// Timer reference
private int timerID = -1;
// Timer reference
private int timerID = -1;
[Header("Turret setup")] public Transform[] TurretSocket; // Sockets reference
public ParticleSystem[] ShellParticles; // Bullet shells particle system
public F3DFXType DefaultFXType; // Default starting weapon type
[Header("Turret setup")] public Transform[] TurretSocket; // Sockets reference
public ParticleSystem[] ShellParticles; // Bullet shells particle system
[Header("Vulcan")] public Transform vulcanProjectile; // Projectile prefab
public Transform vulcanMuzzle; // Muzzle flash prefab
public Transform vulcanImpact; // Impact prefab
public float vulcanOffset;
public WeaponEffect SelectedWeaponEffect; // Default starting weapon type
public float VulcanFireRate = 0.07f;
[Header("Vulcan")] public Transform vulcanProjectile; // Projectile prefab
public Transform vulcanMuzzle; // Muzzle flash prefab
public Transform vulcanImpact; // Impact prefab
public float vulcanOffset;
public float VulcanFireRate = 0.07f;
[Header("Solo gun")] public Transform soloGunProjectile;
public Transform soloGunMuzzle;
public Transform soloGunImpact;
public float soloGunOffset;
[Header("Solo gun")] public Transform soloGunProjectile;
public Transform soloGunMuzzle;
public Transform soloGunImpact;
public float soloGunOffset;
public float SoloGunFireRate = 0.3f;
[Header("Sniper")] public Transform sniperBeam;
public Transform sniperMuzzle;
public Transform sniperImpact;
public float sniperOffset;
[Header("Sniper")] public Transform sniperBeam;
public Transform sniperMuzzle;
public Transform sniperImpact;
public float sniperOffset;
[Header("Shotgun")] public Transform shotGunProjectile;
public Transform shotGunMuzzle;
public Transform shotGunImpact;
public float shotGunOffset;
[Header("Shotgun")] public Transform shotGunProjectile;
public Transform shotGunMuzzle;
public Transform shotGunImpact;
public float shotGunOffset;
[Header("Seeker")] public Transform seekerProjectile;
public Transform seekerMuzzle;
public Transform seekerImpact;
public float seekerOffset;
public float SeekerFireRate = 0.5f;
[Header("Rail gun")] public Transform railgunBeam;
public Transform railgunMuzzle;
public Transform railgunImpact;
public float railgunOffset;
public float RailGunFireRate = 1f;
[Header("Plasma gun")] public Transform plasmagunProjectile;
public Transform plasmagunMuzzle;
@ -81,264 +84,275 @@ namespace FORGE3D
[Header("Plasma beam heavy")] public Transform plasmaBeamHeavy;
public float plasmaBeamHeavyOffset;
private AudioSource plasmaBeamLoopAudio;
[Header("Lightning gun")] public Transform lightningGunBeam;
public float lightingGunBeamOffset;
[Header("Lightning gun")] public Transform lightningGunBeam;
public float lightingGunBeamOffset;
[Header("Flame")] public Transform flameRed;
public float flameOffset;
[Header("Flame")] public Transform flameRed;
public float flameOffset;
[Header("Laser impulse")] public Transform laserImpulseProjectile;
public Transform laserImpulseMuzzle;
public Transform laserImpulseImpact;
[Header("Laser impulse")] public Transform laserImpulseProjectile;
public Transform laserImpulseMuzzle;
public Transform laserImpulseImpact;
public float laserImpulseOffset;
public float LaserImpulseFireRate = 0.08f;
private void Awake()
{
// Initialize singleton
instance = this;
//Owner of this weapon system
private int _ownerId = 0;
// Initialize bullet shells particles
for (int i = 0; i < ShellParticles.Length; i++)
{
var em = ShellParticles[i].emission;
em.enabled = false;
ShellParticles[i].Stop();
ShellParticles[i].gameObject.SetActive(true);
}
}
private void Awake()
{
_ownerId = gameObject.GetInstanceID();
// Initialize singleton
instance = this;
// Initialize bullet shells particles
for (int i = 0; i < ShellParticles.Length; i++)
{
var em = ShellParticles[i].emission;
em.enabled = false;
ShellParticles[i].Stop();
ShellParticles[i].gameObject.SetActive(true);
}
}
// Switch to next weapon type
public void NextWeapon()
{
if ((int) DefaultFXType < Enum.GetNames(typeof(F3DFXType)).Length - 1)
{
DefaultFXType++;
}
}
// Switch to next weapon type
public void NextWeapon()
{
if ((int)SelectedWeaponEffect < Enum.GetNames(typeof(WeaponEffect)).Length - 1)
{
SelectedWeaponEffect++;
}
}
// Switch to previous weapon type
public void PrevWeapon()
{
if (DefaultFXType > 0)
{
DefaultFXType--;
}
}
// Switch to previous weapon type
public void PrevWeapon()
{
if (SelectedWeaponEffect > 0)
{
SelectedWeaponEffect--;
}
}
// Advance to next turret socket
private void AdvanceSocket()
{
curSocket++;
if (curSocket >= TurretSocket.Length)
curSocket = 0;
}
// Advance to next turret socket
private void AdvanceSocket()
{
curSocket++;
if (curSocket >= TurretSocket.Length)
curSocket = 0;
}
// Fire turret weapon
public void Fire()
{
switch (DefaultFXType)
{
case F3DFXType.Vulcan:
// Fire vulcan at specified rate until canceled
timerID = F3DTime.time.AddTimer(VulcanFireRate, Vulcan);
// Invoke manually before the timer ticked to avoid initial delay
Vulcan();
break;
// Fire turret weapon
public void Fire()
{
switch (SelectedWeaponEffect)
{
case WeaponEffect.Vulcan:
// Fire vulcan at specified rate until canceled
timerID = F3DTime.time.AddTimer(VulcanFireRate, Vulcan);
// Invoke manually before the timer ticked to avoid initial delay
Vulcan();
break;
case F3DFXType.SoloGun:
timerID = F3DTime.time.AddTimer(0.2f, SoloGun);
SoloGun();
break;
case WeaponEffect.SoloGun:
timerID = F3DTime.time.AddTimer(SoloGunFireRate, SoloGun);
SoloGun();
break;
case F3DFXType.Sniper:
timerID = F3DTime.time.AddTimer(0.3f, Sniper);
Sniper();
break;
case WeaponEffect.Sniper:
timerID = F3DTime.time.AddTimer(0.3f, Sniper);
Sniper();
break;
case F3DFXType.ShotGun:
timerID = F3DTime.time.AddTimer(0.3f, ShotGun);
ShotGun();
break;
case WeaponEffect.ShotGun:
timerID = F3DTime.time.AddTimer(0.3f, ShotGun);
ShotGun();
break;
case F3DFXType.Seeker:
timerID = F3DTime.time.AddTimer(0.2f, Seeker);
Seeker();
break;
case WeaponEffect.Seeker:
timerID = F3DTime.time.AddTimer(SeekerFireRate, Seeker);
Seeker();
break;
case F3DFXType.RailGun:
timerID = F3DTime.time.AddTimer(0.2f, RailGun);
RailGun();
break;
case WeaponEffect.RailGun:
timerID = F3DTime.time.AddTimer(RailGunFireRate, RailGun);
RailGun();
break;
case F3DFXType.PlasmaGun:
timerID = F3DTime.time.AddTimer(0.2f, PlasmaGun);
PlasmaGun();
break;
case WeaponEffect.PlasmaGun:
timerID = F3DTime.time.AddTimer(0.2f, PlasmaGun);
PlasmaGun();
break;
case F3DFXType.PlasmaBeam:
// Beams has no timer requirement
PlasmaBeam();
break;
case WeaponEffect.PlasmaBeam:
// Beams has no timer requirement
PlasmaBeam();
break;
case F3DFXType.PlasmaBeamHeavy:
// Beams has no timer requirement
PlasmaBeamHeavy();
break;
case WeaponEffect.PlasmaBeamHeavy:
// Beams has no timer requirement
PlasmaBeamHeavy();
break;
case F3DFXType.LightningGun:
// Beams has no timer requirement
LightningGun();
break;
case WeaponEffect.LightningGun:
// Beams has no timer requirement
LightningGun();
break;
case F3DFXType.FlameRed:
// Flames has no timer requirement
FlameRed();
break;
case WeaponEffect.FlameRed:
// Flames has no timer requirement
FlameRed();
break;
case F3DFXType.LaserImpulse:
timerID = F3DTime.time.AddTimer(0.15f, LaserImpulse);
LaserImpulse();
break;
}
}
case WeaponEffect.LaserImpulse:
timerID = F3DTime.time.AddTimer(LaserImpulseFireRate, LaserImpulse);
LaserImpulse();
break;
}
}
// Stop firing
public void Stop()
{
// Remove firing timer
if (timerID != -1)
{
F3DTime.time.RemoveTimer(timerID);
timerID = -1;
}
// Stop firing
public void Stop()
{
// Remove firing timer
if (timerID != -1)
{
F3DTime.time.RemoveTimerNextTick(timerID);
timerID = -1;
}
switch (DefaultFXType)
{
case F3DFXType.PlasmaBeam:
F3DAudioController.instance.PlasmaBeamClose(transform.position);
break;
switch (SelectedWeaponEffect)
{
case WeaponEffect.PlasmaBeam:
F3DAudioController.instance.PlasmaBeamClose(transform.position);
break;
case F3DFXType.PlasmaBeamHeavy:
F3DAudioController.instance.PlasmaBeamHeavyClose(transform.position);
break;
case WeaponEffect.PlasmaBeamHeavy:
StopPlasmaBeamHeavy();
F3DAudioController.instance.PlasmaBeamHeavyClose(transform.position);
if (plasmaBeamLoopAudio == null) break;
F3DPoolManager.Pools["GeneratedPool"].Despawn(plasmaBeamLoopAudio.gameObject.transform);
break;
case F3DFXType.LightningGun:
F3DAudioController.instance.LightningGunClose(transform.position);
break;
case WeaponEffect.LightningGun:
F3DAudioController.instance.LightningGunClose(transform.position);
break;
case F3DFXType.FlameRed:
F3DAudioController.instance.FlameGunClose(transform.position);
break;
}
}
case WeaponEffect.FlameRed:
F3DAudioController.instance.FlameGunClose(transform.position);
break;
}
}
// Fire vulcan weapon
private void Vulcan()
{
// Get random rotation that offset spawned projectile
var offset = Quaternion.Euler(UnityEngine.Random.onUnitSphere);
// Spawn muzzle flash and projectile with the rotation offset at current socket position
F3DPoolManager.Pools["GeneratedPool"].Spawn(vulcanMuzzle, TurretSocket[curSocket].position,
TurretSocket[curSocket].rotation, TurretSocket[curSocket]);
var newGO =
F3DPoolManager.Pools["GeneratedPool"].Spawn(vulcanProjectile,
TurretSocket[curSocket].position + TurretSocket[curSocket].forward,
offset * TurretSocket[curSocket].rotation, null).gameObject;
// Fire vulcan weapon
private void Vulcan()
{
// Get random rotation that offset spawned projectile
var offset = Quaternion.Euler(UnityEngine.Random.onUnitSphere);
// Spawn muzzle flash and projectile with the rotation offset at current socket position
F3DPoolManager.Pools["GeneratedPool"].Spawn(vulcanMuzzle, TurretSocket[curSocket].position,
TurretSocket[curSocket].rotation, TurretSocket[curSocket]);
var newGO =
F3DPoolManager.Pools["GeneratedPool"].Spawn(vulcanProjectile,
TurretSocket[curSocket].position + TurretSocket[curSocket].forward,
offset * TurretSocket[curSocket].rotation, null).gameObject;
var proj = newGO.gameObject.GetComponent<F3DProjectile>();
if (proj)
{
proj.SetOffset(vulcanOffset);
}
var proj = newGO.gameObject.GetComponent<F3DProjectile>();
if (proj)
{
proj.SetOffset(vulcanOffset);
proj.OwnerId = _ownerId;
}
// Emit one bullet shell
if (ShellParticles.Length > 0)
ShellParticles[curSocket].Emit(1);
// Emit one bullet shell
if (ShellParticles.Length > 0)
ShellParticles[curSocket].Emit(1);
// Play shot sound effect
F3DAudioController.instance.VulcanShot(TurretSocket[curSocket].position);
// Play shot sound effect
F3DAudioController.instance.VulcanShot(TurretSocket[curSocket].position);
// Advance to next turret socket
AdvanceSocket();
}
// Advance to next turret socket
AdvanceSocket();
}
// Spawn vulcan weapon impact
public void VulcanImpact(Vector3 pos)
{
// Spawn impact prefab at specified position
F3DPoolManager.Pools["GeneratedPool"].Spawn(vulcanImpact, pos, Quaternion.identity, null);
// Play impact sound effect
F3DAudioController.instance.VulcanHit(pos);
}
// Spawn vulcan weapon impact
public void VulcanImpact(Vector3 pos)
{
// Spawn impact prefab at specified position
F3DPoolManager.Pools["GeneratedPool"].Spawn(vulcanImpact, pos, Quaternion.identity, null);
// Play impact sound effect
F3DAudioController.instance.VulcanHit(pos);
}
// Fire sologun weapon
private void SoloGun()
{
var offset = Quaternion.Euler(UnityEngine.Random.onUnitSphere);
F3DPoolManager.Pools["GeneratedPool"].Spawn(soloGunMuzzle, TurretSocket[curSocket].position,
TurretSocket[curSocket].rotation, TurretSocket[curSocket]);
var newGO =
F3DPoolManager.Pools["GeneratedPool"].Spawn(soloGunProjectile,
TurretSocket[curSocket].position + TurretSocket[curSocket].forward,
offset * TurretSocket[curSocket].rotation, null).gameObject;
var proj = newGO.GetComponent<F3DProjectile>();
if (proj)
{
proj.SetOffset(soloGunOffset);
}
// Fire sologun weapon
private void SoloGun()
{
var offset = Quaternion.Euler(UnityEngine.Random.onUnitSphere);
F3DPoolManager.Pools["GeneratedPool"].Spawn(soloGunMuzzle, TurretSocket[curSocket].position,
TurretSocket[curSocket].rotation, TurretSocket[curSocket]);
var newGO =
F3DPoolManager.Pools["GeneratedPool"].Spawn(soloGunProjectile,
TurretSocket[curSocket].position + TurretSocket[curSocket].forward,
offset * TurretSocket[curSocket].rotation, null).gameObject;
var proj = newGO.GetComponent<F3DProjectile>();
if (proj)
{
proj.SetOffset(soloGunOffset);
proj.OwnerId = _ownerId;
}
F3DAudioController.instance.SoloGunShot(TurretSocket[curSocket].position);
AdvanceSocket();
}
F3DAudioController.instance.SoloGunShot(TurretSocket[curSocket].position);
AdvanceSocket();
}
// Spawn sologun weapon impact
public void SoloGunImpact(Vector3 pos)
{
F3DPoolManager.Pools["GeneratedPool"].Spawn(soloGunImpact, pos, Quaternion.identity, null);
F3DAudioController.instance.SoloGunHit(pos);
}
// Spawn sologun weapon impact
public void SoloGunImpact(Vector3 pos)
{
F3DPoolManager.Pools["GeneratedPool"].Spawn(soloGunImpact, pos, Quaternion.identity, null);
F3DAudioController.instance.SoloGunHit(pos);
}
// Fire sniper weapon
private void Sniper()
{
var offset = Quaternion.Euler(UnityEngine.Random.onUnitSphere);
// Fire sniper weapon
private void Sniper()
{
var offset = Quaternion.Euler(UnityEngine.Random.onUnitSphere);
F3DPoolManager.Pools["GeneratedPool"].Spawn(sniperMuzzle, TurretSocket[curSocket].position,
TurretSocket[curSocket].rotation, TurretSocket[curSocket]);
var newGO =
F3DPoolManager.Pools["GeneratedPool"].Spawn(sniperBeam, TurretSocket[curSocket].position,
offset * TurretSocket[curSocket].rotation, null).gameObject;
var beam = newGO.GetComponent<F3DBeam>();
if (beam)
{
beam.SetOffset(sniperOffset);
}
F3DPoolManager.Pools["GeneratedPool"].Spawn(sniperMuzzle, TurretSocket[curSocket].position,
TurretSocket[curSocket].rotation, TurretSocket[curSocket]);
var newGO =
F3DPoolManager.Pools["GeneratedPool"].Spawn(sniperBeam, TurretSocket[curSocket].position,
offset * TurretSocket[curSocket].rotation, null).gameObject;
var beam = newGO.GetComponent<F3DBeam>();
if (beam)
{
beam.SetOffset(sniperOffset);
}
F3DAudioController.instance.SniperShot(TurretSocket[curSocket].position);
if (ShellParticles.Length > 0)
ShellParticles[curSocket].Emit(1);
AdvanceSocket();
}
F3DAudioController.instance.SniperShot(TurretSocket[curSocket].position);
if (ShellParticles.Length > 0)
ShellParticles[curSocket].Emit(1);
AdvanceSocket();
}
// Spawn sniper weapon impact
public void SniperImpact(Vector3 pos)
{
F3DPoolManager.Pools["GeneratedPool"].Spawn(sniperImpact, pos, Quaternion.identity, null);
F3DAudioController.instance.SniperHit(pos);
}
// Spawn sniper weapon impact
public void SniperImpact(Vector3 pos)
{
F3DPoolManager.Pools["GeneratedPool"].Spawn(sniperImpact, pos, Quaternion.identity, null);
F3DAudioController.instance.SniperHit(pos);
}
// Fire shotgun weapon
private void ShotGun()
{
var offset = Quaternion.Euler(UnityEngine.Random.onUnitSphere);
F3DPoolManager.Pools["GeneratedPool"].Spawn(shotGunMuzzle, TurretSocket[curSocket].position,
TurretSocket[curSocket].rotation, TurretSocket[curSocket]);
F3DPoolManager.Pools["GeneratedPool"].Spawn(shotGunProjectile, TurretSocket[curSocket].position,
offset * TurretSocket[curSocket].rotation, null);
F3DAudioController.instance.ShotGunShot(TurretSocket[curSocket].position);
if (ShellParticles.Length > 0)
// Fire shotgun weapon
private void ShotGun()
{
var offset = Quaternion.Euler(UnityEngine.Random.onUnitSphere);
F3DPoolManager.Pools["GeneratedPool"].Spawn(shotGunMuzzle, TurretSocket[curSocket].position,
TurretSocket[curSocket].rotation, TurretSocket[curSocket]);
F3DPoolManager.Pools["GeneratedPool"].Spawn(shotGunProjectile, TurretSocket[curSocket].position,
offset * TurretSocket[curSocket].rotation, null);
F3DAudioController.instance.ShotGunShot(TurretSocket[curSocket].position);
if (ShellParticles.Length > 0)
ShellParticles[curSocket].Emit(1);
AdvanceSocket();
}
@ -362,6 +376,7 @@ namespace FORGE3D
if (proj)
{
proj.SetOffset(seekerOffset);
proj.OwnerId = _ownerId;
}
F3DAudioController.instance.SeekerShot(TurretSocket[curSocket].position);
@ -390,7 +405,8 @@ namespace FORGE3D
if (beam)
{
beam.SetOffset(railgunOffset);
}
beam.OwnerId = _ownerId;
}
F3DAudioController.instance.RailGunShot(TurretSocket[curSocket].position);
if (ShellParticles.Length > 0)
@ -418,64 +434,76 @@ namespace FORGE3D
if (proj)
{
proj.SetOffset(plasmaOffset);
}
proj.OwnerId = _ownerId;
}
F3DAudioController.instance.PlasmaGunShot(TurretSocket[curSocket].position);
AdvanceSocket();
}
F3DAudioController.instance.PlasmaGunShot(TurretSocket[curSocket].position);
AdvanceSocket();
}
// Spawn plasma gun weapon impact
public void PlasmaGunImpact(Vector3 pos)
{
F3DPoolManager.Pools["GeneratedPool"].Spawn(plasmagunImpact, pos, Quaternion.identity, null);
F3DAudioController.instance.PlasmaGunHit(pos);
}
// Spawn plasma gun weapon impact
public void PlasmaGunImpact(Vector3 pos)
{
F3DPoolManager.Pools["GeneratedPool"].Spawn(plasmagunImpact, pos, Quaternion.identity, null);
F3DAudioController.instance.PlasmaGunHit(pos);
}
// Fire plasma beam weapon
private void PlasmaBeam()
{
for (var i = 0; i < TurretSocket.Length; i++)
{
F3DPoolManager.Pools["GeneratedPool"].Spawn(plasmaBeam, TurretSocket[i].position,
TurretSocket[i].rotation,
TurretSocket[i]);
}
// Fire plasma beam weapon
private void PlasmaBeam()
{
for (var i = 0; i < TurretSocket.Length; i++)
{
F3DPoolManager.Pools["GeneratedPool"].Spawn(plasmaBeam, TurretSocket[i].position,
TurretSocket[i].rotation,
TurretSocket[i]);
}
F3DAudioController.instance.PlasmaBeamLoop(transform.position, transform.parent);
}
F3DAudioController.instance.PlasmaBeamLoop(transform.position, transform.parent);
}
// Fire heavy beam weapon
private void PlasmaBeamHeavy()
{
for (var i = 0; i < TurretSocket.Length; i++)
{
F3DPoolManager.Pools["GeneratedPool"].Spawn(plasmaBeamHeavy, TurretSocket[i].position,
TurretSocket[i].rotation,
TurretSocket[i]);
}
private void StopPlasmaBeamHeavy()
{
for (var i = 0; i < TurretSocket.Length; i++)
{
foreach (Transform child in TurretSocket[i])
{
F3DPoolManager.Pools["GeneratedPool"].Despawn(child, plasmaBeamHeavy);
}
}
}
F3DAudioController.instance.PlasmaBeamHeavyLoop(transform.position, transform.parent);
}
// Fire heavy beam weapon
private void PlasmaBeamHeavy()
{
for (var i = 0; i < TurretSocket.Length; i++)
{
F3DPoolManager.Pools["GeneratedPool"].Spawn(plasmaBeamHeavy, TurretSocket[i].position,
TurretSocket[i].rotation,
TurretSocket[i]);
}
// Fire lightning gun weapon
private void LightningGun()
{
for (var i = 0; i < TurretSocket.Length; i++)
{
F3DPoolManager.Pools["GeneratedPool"].Spawn(lightningGunBeam, TurretSocket[i].position,
TurretSocket[i].rotation,
TurretSocket[i]);
}
plasmaBeamLoopAudio = F3DAudioController.instance.PlasmaBeamHeavyLoop(transform.position, transform.parent);
}
F3DAudioController.instance.LightningGunLoop(transform.position, transform);
}
// Fire lightning gun weapon
private void LightningGun()
{
for (var i = 0; i < TurretSocket.Length; i++)
{
F3DPoolManager.Pools["GeneratedPool"].Spawn(lightningGunBeam, TurretSocket[i].position,
TurretSocket[i].rotation,
TurretSocket[i]);
}
// Fire flames weapon
private void FlameRed()
{
for (var i = 0; i < TurretSocket.Length; i++)
{
F3DPoolManager.Pools["GeneratedPool"].Spawn(flameRed, TurretSocket[i].position,
F3DAudioController.instance.LightningGunLoop(transform.position, transform);
}
// Fire flames weapon
private void FlameRed()
{
for (var i = 0; i < TurretSocket.Length; i++)
{
F3DPoolManager.Pools["GeneratedPool"].Spawn(flameRed, TurretSocket[i].position,
TurretSocket[i].rotation,
TurretSocket[i]);
}
@ -496,18 +524,19 @@ namespace FORGE3D
if (proj)
{
proj.SetOffset(laserImpulseOffset);
}
proj.OwnerId = _ownerId;
}
F3DAudioController.instance.LaserImpulseShot(TurretSocket[curSocket].position);
F3DAudioController.instance.LaserImpulseShot(TurretSocket[curSocket].position);
AdvanceSocket();
}
AdvanceSocket();
}
// Spawn laser pulse weapon impact
public void LaserImpulseImpact(Vector3 pos)
{
F3DPoolManager.Pools["GeneratedPool"].Spawn(laserImpulseImpact, pos, Quaternion.identity, null);
F3DAudioController.instance.LaserImpulseHit(pos);
}
}
// Spawn laser pulse weapon impact
public void LaserImpulseImpact(Vector3 pos)
{
F3DPoolManager.Pools["GeneratedPool"].Spawn(laserImpulseImpact, pos, Quaternion.identity, null);
F3DAudioController.instance.LaserImpulseHit(pos);
}
}
}

View File

@ -3,223 +3,258 @@ using System.Collections;
namespace FORGE3D
{
[RequireComponent(typeof (LineRenderer))]
public class F3DLightning : MonoBehaviour
{
public LayerMask layerMask;
[RequireComponent(typeof(LineRenderer))]
public class F3DLightning : MonoBehaviour
{
public LayerMask layerMask;
public Texture[] BeamFrames; // Animation frame sequence
public float FrameStep; // Animation time
public bool RandomizeFrames; // Randomization of animation frames
public Texture[] BeamFrames; // Animation frame sequence
public float FrameStep; // Animation time
public bool RandomizeFrames; // Randomization of animation frames
public int Points; // How many points should be used to construct the beam
public int Points; // How many points should be used to construct the beam
public float MaxBeamLength; // Maximum beam length
public float beamScale; // Default beam scale to be kept over distance
public float MaxBeamLength; // Maximum beam length
public float beamScale; // Default beam scale to be kept over distance
public bool AnimateUV; // UV Animation
public float UVTime; // UV Animation speed
public bool AnimateUV; // UV Animation
public float UVTime; // UV Animation speed
public bool Oscillate; // Beam oscillation flag
public float Amplitude; // Beam amplitude
public float OscillateTime; // Beam oscillation rate
public bool Oscillate; // Beam oscillation flag
public float Amplitude; // Beam amplitude
public float OscillateTime; // Beam oscillation rate
public Transform rayImpact; // Impact transform
public Transform rayMuzzle; // Muzzle flash transform
public Transform rayImpact; // Impact transform
public Transform rayMuzzle; // Muzzle flash transform
LineRenderer lineRenderer; // Line rendered component
RaycastHit hitPoint; // Raycast structure
[Tooltip("The amount of damage this projectil inflicts generally.")]
public float damage = 10f;
[Tooltip("The magnitude of the blast when hitting something.")]
public float blastMagnitude = 1f;
int frameNo; // Frame counter
int FrameTimerID; // Frame timer reference
int OscillateTimerID; // Beam oscillation timer reference
[HideInInspector]
public int OwnerId = 0;
float beamLength; // Current beam length
float initialBeamOffset; // Initial UV offset
LineRenderer lineRenderer; // Line rendered component
RaycastHit hitPoint; // Raycast structure
void Awake()
{
// Get line renderer component
lineRenderer = GetComponent<LineRenderer>();
int frameNo; // Frame counter
int FrameTimerID; // Frame timer reference
int OscillateTimerID; // Beam oscillation timer reference
// Assign first frame texture
if (!AnimateUV && BeamFrames.Length > 0)
lineRenderer.material.mainTexture = BeamFrames[0];
float beamLength; // Current beam length
float initialBeamOffset; // Initial UV offset
// Randomize uv offset
initialBeamOffset = Random.Range(0f, 5f);
}
void Awake()
{
// Get line renderer component
lineRenderer = GetComponent<LineRenderer>();
// OnSpawned called by pool manager
void OnSpawned()
{
// Start animation sequence if beam frames array has more than 2 elements
if (BeamFrames.Length > 1)
Animate();
// Assign first frame texture
if (!AnimateUV && BeamFrames.Length > 0)
lineRenderer.material.mainTexture = BeamFrames[0];
// Start oscillation sequence
if (Oscillate && Points > 0)
OscillateTimerID = F3DTime.time.AddTimer(OscillateTime, OnOscillate);
// Randomize uv offset
initialBeamOffset = Random.Range(0f, 5f);
}
}
// OnSpawned called by pool manager
void OnSpawned()
{
// Start animation sequence if beam frames array has more than 2 elements
if (BeamFrames.Length > 1)
Animate();
// OnDespawned called by pool manager
void OnDespawned()
{
// Reset frame counter
frameNo = 0;
// Start oscillation sequence
if (Oscillate && Points > 0)
OscillateTimerID = F3DTime.time.AddTimer(OscillateTime, OnOscillate);
// Clear frame animation timer
if (FrameTimerID != -1)
{
F3DTime.time.RemoveTimer(FrameTimerID);
FrameTimerID = -1;
}
}
// Clear oscillation timer
if (OscillateTimerID != -1)
{
F3DTime.time.RemoveTimer(OscillateTimerID);
OscillateTimerID = -1;
}
}
// OnDespawned called by pool manager
void OnDespawned()
{
// Reset frame counter
frameNo = 0;
// Hit point calculation
void Raycast()
{
// Prepare structure and create ray
hitPoint = new RaycastHit();
Ray ray = new Ray(transform.position, transform.forward);
// Clear frame animation timer
if (FrameTimerID != -1)
{
F3DTime.time.RemoveTimer(FrameTimerID);
FrameTimerID = -1;
}
// Calculate default beam proportion multiplier based on default scale and maximum length
float propMult = MaxBeamLength*(beamScale/10f);
// Clear oscillation timer
if (OscillateTimerID != -1)
{
F3DTime.time.RemoveTimer(OscillateTimerID);
OscillateTimerID = -1;
}
}
// Raycast
if (Physics.Raycast(ray, out hitPoint, MaxBeamLength, layerMask))
{
// Get current beam length
beamLength = Vector3.Distance(transform.position, hitPoint.point);
// Hit point calculation
void Raycast()
{
// Prepare structure and create ray
hitPoint = new RaycastHit();
Ray ray = new Ray(transform.position, transform.forward);
// Update line renderer
if (!Oscillate)
lineRenderer.SetPosition(1, new Vector3(0f, 0f, beamLength));
// Calculate default beam proportion multiplier based on default scale and maximum length
float propMult = MaxBeamLength * (beamScale / 10f);
// Calculate default beam proportion multiplier based on default scale and current length
propMult = beamLength*(beamScale/10f);
// Raycast
if (Physics.Raycast(ray, out hitPoint, MaxBeamLength, layerMask)
&& DetectorCollision(hitPoint) != OwnerId)
{
// Get current beam length
beamLength = Vector3.Distance(transform.position, hitPoint.point);
// Apply hit force to rigidbody
ApplyForce(0.1f);
// Update line renderer
if (!Oscillate)
lineRenderer.SetPosition(1, new Vector3(0f, 0f, beamLength));
// Adjust impact effect position
if (rayImpact)
rayImpact.position = hitPoint.point - transform.forward*0.5f;
}
// Calculate default beam proportion multiplier based on default scale and current length
propMult = beamLength * (beamScale / 10f);
// Nothing was his
else
{
// Set beam to maximum length
beamLength = MaxBeamLength;
// Adjust impact effect position
if (rayImpact)
rayImpact.position = hitPoint.point - transform.forward * 0.5f;
}
// Update beam length
if (!Oscillate)
lineRenderer.SetPosition(1, new Vector3(0f, 0f, beamLength));
// Nothing was his
else
{
// Set beam to maximum length
beamLength = MaxBeamLength;
// Adjust impact effect position
if (rayImpact)
rayImpact.position = transform.position + transform.forward*beamLength;
}
// Update beam length
if (!Oscillate)
lineRenderer.SetPosition(1, new Vector3(0f, 0f, beamLength));
// Adjust muzzle position
if (rayMuzzle)
rayMuzzle.position = transform.position + transform.forward*0.1f;
// Adjust impact effect position
if (rayImpact)
rayImpact.position = transform.position + transform.forward * beamLength;
}
// Set beam scaling according to its length
lineRenderer.material.SetTextureScale("_BaseMap", new Vector2(propMult, 1f));
}
// Adjust muzzle position
if (rayMuzzle)
rayMuzzle.position = transform.position + transform.forward * 0.1f;
// Generate random noise numbers based on amplitude
float GetRandomNoise()
{
return Random.Range(-Amplitude, Amplitude);
}
// Set beam scaling according to its length
lineRenderer.material.SetTextureScale("_BaseMap", new Vector2(propMult, 1f));
}
// Advance texture frame
void OnFrameStep()
{
// Randomize frame counter
if (RandomizeFrames)
frameNo = Random.Range(0, BeamFrames.Length);
/// <summary>
/// Checks if a HitDetector was hit and registers a hit
/// on it if so.
/// </summary>
/// <param name="hitPoint"></param>
/// <returns>OwnerId of the hit detector (-1 on none)</returns>
int DetectorCollision(RaycastHit hitPoint)
{
if (hitPoint.collider.gameObject.TryGetComponent(out HitDetection detector))
{
// Check if the one firing was hit
if (detector.OwnerId == OwnerId)
{
return OwnerId;
}
// Set current texture frame based on frame counter
lineRenderer.material.mainTexture = BeamFrames[frameNo];
frameNo++;
ProjectileDamage inflictling = new()
{
DamageValue = damage,
ImpactMagnitude = blastMagnitude,
ImpactPoint = hitPoint.point,
ImpactDirection = transform.forward
};
detector.RegisterHit(inflictling);
return detector.OwnerId;
}
return -1;
}
// Reset frame counter
if (frameNo == BeamFrames.Length)
frameNo = 0;
}
// Generate random noise numbers based on amplitude
float GetRandomNoise()
{
return Random.Range(-Amplitude, Amplitude);
}
// Oscillate beam
void OnOscillate()
{
// Calculate number of points based on beam length and default number of points
int points = (int) ((beamLength/10f)*Points);
// Advance texture frame
void OnFrameStep()
{
// Randomize frame counter
if (RandomizeFrames)
frameNo = Random.Range(0, BeamFrames.Length);
// Update line rendered segments in case number of points less than 2
if (points < 2)
{
// lineRenderer.SetVertexCount(2);
lineRenderer.positionCount = 2;
lineRenderer.SetPosition(0, Vector3.zero);
lineRenderer.SetPosition(1, new Vector3(0, 0, beamLength));
}
// Update line renderer segments
else
{
// Update number of points for line renderer
lineRenderer.positionCount = points;
// Set zero point manually
lineRenderer.SetPosition(0, Vector3.zero);
// Set current texture frame based on frame counter
lineRenderer.material.mainTexture = BeamFrames[frameNo];
frameNo++;
// Update each point with random noise based on amplitude
for (int i = 1; i < points - 1; i++)
lineRenderer.SetPosition(i,
new Vector3(GetRandomNoise(), GetRandomNoise(), (beamLength/(points - 1))*i));
// Reset frame counter
if (frameNo == BeamFrames.Length)
frameNo = 0;
}
// Set last point manually
lineRenderer.SetPosition(points - 1, new Vector3(0f, 0f, beamLength));
}
}
// Oscillate beam
void OnOscillate()
{
// Calculate number of points based on beam length and default number of points
int points = (int)((beamLength / 10f) * Points);
// Initialize frame animation
void Animate()
{
// Set current frame
frameNo = 0;
lineRenderer.material.mainTexture = BeamFrames[frameNo];
// Update line rendered segments in case number of points less than 2
if (points < 2)
{
// lineRenderer.SetVertexCount(2);
lineRenderer.positionCount = 2;
lineRenderer.SetPosition(0, Vector3.zero);
lineRenderer.SetPosition(1, new Vector3(0, 0, beamLength));
}
// Update line renderer segments
else
{
// Update number of points for line renderer
lineRenderer.positionCount = points;
// Set zero point manually
lineRenderer.SetPosition(0, Vector3.zero);
// Add timer
FrameTimerID = F3DTime.time.AddTimer(FrameStep, OnFrameStep);
// Update each point with random noise based on amplitude
for (int i = 1; i < points - 1; i++)
lineRenderer.SetPosition(i,
new Vector3(GetRandomNoise(), GetRandomNoise(), (beamLength / (points - 1)) * i));
frameNo = 1;
}
// Set last point manually
lineRenderer.SetPosition(points - 1, new Vector3(0f, 0f, beamLength));
}
}
// Apply force to last hit object
void ApplyForce(float force)
{
if (hitPoint.rigidbody != null)
hitPoint.rigidbody.AddForceAtPosition(transform.forward*force, hitPoint.point, ForceMode.VelocityChange);
}
// Initialize frame animation
void Animate()
{
// Set current frame
frameNo = 0;
lineRenderer.material.mainTexture = BeamFrames[frameNo];
void Update()
{
// Animate texture UV
if (AnimateUV)
lineRenderer.material.SetVector("_Offset", new Vector2(Time.time*UVTime + initialBeamOffset, 0f));
// Add timer
FrameTimerID = F3DTime.time.AddTimer(FrameStep, OnFrameStep);
// Process raycasting
Raycast();
}
}
frameNo = 1;
}
// Apply force to last hit object
void ApplyForce(float force)
{
if (hitPoint.rigidbody != null)
hitPoint.rigidbody.AddForceAtPosition(transform.forward * force, hitPoint.point, ForceMode.VelocityChange);
}
void Update()
{
// Animate texture UV
if (AnimateUV)
lineRenderer.material.SetVector("_Offset", new Vector2(Time.time * UVTime + initialBeamOffset, 0f));
// Process raycasting
Raycast();
}
}
}

View File

@ -5,14 +5,23 @@ namespace FORGE3D
{
public class F3DProjectile : MonoBehaviour
{
public F3DFXType fxType; // Weapon type
public LayerMask layerMask;
public float lifeTime = 5f; // Projectile life time
public float despawnDelay; // Delay despawn in ms
public float velocity = 300f; // Projectile velocity
public float RaycastAdvance = 2f; // Raycast advance multiplier
public bool DelayDespawn = false; // Projectile despawn flag
public ParticleSystem[] delayedParticles; // Array of delayed particles
public WeaponEffect fxType; // Weapon type
public LayerMask layerMask;
[Tooltip("The amount of damage this projectil inflicts generally.")]
public float Damage = 10f;
[Tooltip("The magnitude of the blast when hitting something.")]
public float BlastMagnitude = 1f;
[HideInInspector]
public int OwnerId = 0;
public float LifeTime = 5f; // Projectile life time
public float despawnDelay; // Delay despawn in ms
public float velocity = 300f; // Projectile velocity
public float RaycastAdvance = 2f; // Raycast advance multiplier
public bool DelayDespawn = false; // Projectile despawn flag
public ParticleSystem[] delayedParticles; // Array of delayed particles
ParticleSystem[] particles; // Array of projectile particles
new Transform transform; // Cached transform
RaycastHit hitPoint; // Raycast structure
@ -26,16 +35,17 @@ namespace FORGE3D
// Cache transform and get all particle systems attached
transform = GetComponent<Transform>();
particles = GetComponentsInChildren<ParticleSystem>();
}
// OnSpawned called by pool manager
public void OnSpawned()
{
// Reset flags and raycast structure
isHit = false;
isFXSpawned = false;
timer = 0f;
hitPoint = new RaycastHit();
}
// OnSpawned called by pool manager
public void OnSpawned()
{
// Reset flags and raycast structure
isHit = false;
isFXSpawned = false;
timer = 0f;
hitPoint = new RaycastHit();
}
@ -73,77 +83,81 @@ namespace FORGE3D
F3DPoolManager.Pools["GeneratedPool"].Despawn(transform);
}
// Apply hit force on impact
void ApplyForce(float force)
{
if (hitPoint.rigidbody != null)
hitPoint.rigidbody.AddForceAtPosition(transform.forward * force, hitPoint.point,
ForceMode.VelocityChange);
}
// TODO: for my purposes this is not enough control over this effect
// I will have to implement HitDetectors for everything which can be hit
void ApplyForce(float force)
{
// if (hitPoint.rigidbody != null)
// hitPoint.rigidbody.AddForceAtPosition(transform.forward * force, hitPoint.point,
// ForceMode.VelocityChange);
}
void Update()
{
// If something was hit
if (isHit)
{
// Execute once
if (!isFXSpawned)
{
// Invoke corresponding method that spawns FX
switch (fxType)
{
case F3DFXType.Vulcan:
F3DFXController.instance.VulcanImpact(hitPoint.point + hitPoint.normal * fxOffset);
ApplyForce(2.5f);
break;
case F3DFXType.SoloGun:
F3DFXController.instance.SoloGunImpact(hitPoint.point + hitPoint.normal * fxOffset);
ApplyForce(25f);
break;
case F3DFXType.Seeker:
F3DFXController.instance.SeekerImpact(hitPoint.point + hitPoint.normal * fxOffset);
ApplyForce(30f);
break;
case F3DFXType.PlasmaGun:
F3DFXController.instance.PlasmaGunImpact(hitPoint.point + hitPoint.normal * fxOffset);
ApplyForce(25f);
break;
case F3DFXType.LaserImpulse:
F3DFXController.instance.LaserImpulseImpact(hitPoint.point + hitPoint.normal * fxOffset);
ApplyForce(25f);
break;
}
isFXSpawned = true;
}
// Despawn current projectile
if (!DelayDespawn || (DelayDespawn && (timer >= despawnDelay)))
OnProjectileDestroy();
}
// No collision occurred yet
else
{
// Projectile step per frame based on velocity and time
Vector3 step = transform.forward * Time.deltaTime * velocity;
// Raycast for targets with ray length based on frame step by ray cast advance multiplier
if (Physics.Raycast(transform.position, transform.forward, out hitPoint,
step.magnitude * RaycastAdvance,
layerMask))
{
isHit = true;
if (hitPoint.collider.gameObject.TryGetComponent(out HitFeedbackTestObjectBehavior obj))
void Update()
{
// If something was hit
if (isHit)
{
// Execute once
if (!isFXSpawned)
{
// Invoke corresponding method that spawns FX
switch (fxType)
{
obj.Hit();
case WeaponEffect.Vulcan:
F3DFXController.instance.VulcanImpact(hitPoint.point + hitPoint.normal * fxOffset);
ApplyForce(2.5f);
break;
case WeaponEffect.SoloGun:
F3DFXController.instance.SoloGunImpact(hitPoint.point + hitPoint.normal * fxOffset);
ApplyForce(25f);
break;
case WeaponEffect.Seeker:
F3DFXController.instance.SeekerImpact(hitPoint.point + hitPoint.normal * fxOffset);
ApplyForce(30f);
break;
case WeaponEffect.PlasmaGun:
F3DFXController.instance.PlasmaGunImpact(hitPoint.point + hitPoint.normal * fxOffset);
ApplyForce(25f);
break;
case WeaponEffect.LaserImpulse:
F3DFXController.instance.LaserImpulseImpact(hitPoint.point + hitPoint.normal * fxOffset);
ApplyForce(25f);
break;
}
isFXSpawned = true;
}
// Despawn current projectile
if (!DelayDespawn || (DelayDespawn && (timer >= despawnDelay)))
OnProjectileDestroy();
}
// No collision occurred yet
else
{
// Projectile step per frame based on velocity and time
Vector3 step = transform.forward * Time.deltaTime * velocity;
// Raycast for targets with ray length based on frame step by ray cast advance multiplier
if (Physics.Raycast(transform.position, transform.forward, out hitPoint,
step.magnitude * RaycastAdvance,
layerMask))
{
if (DetectorCollision(hitPoint) == OwnerId)
{
transform.position += 2 * step;
timer += Time.deltaTime;
return;
}
isHit = true;
// Invoke delay routine if required
if (DelayDespawn)
{
@ -155,23 +169,52 @@ namespace FORGE3D
// Nothing hit
else
{
// Projectile despawn after run out of time
if (timer >= lifeTime)
OnProjectileDestroy();
}
// Projectile despawn after run out of time
if (timer >= LifeTime)
OnProjectileDestroy();
}
// Advances projectile forward
transform.position += step;
// Advances projectile forward
transform.position += step;
}
// Updates projectile timer
timer += Time.deltaTime;
}
//Set offset
public void SetOffset(float offset)
{
fxOffset = offset;
}
}
/// <summary>
/// Checks if a HitDetector was hit and registers a hit
/// on it if so.
/// </summary>
/// <param name="hitPoint"></param>
/// <returns>OwnerId of the hit detector (-1 on none)</returns>
int DetectorCollision(RaycastHit hitPoint)
{
if (hitPoint.collider.gameObject.TryGetComponent(out HitDetection detector))
{
// Check if the one firing was hit
if (detector.OwnerId == OwnerId)
{
return OwnerId;
}
ProjectileDamage inflictling = new()
{
DamageValue = Damage,
ImpactMagnitude = BlastMagnitude,
ImpactPoint = hitPoint.point,
ImpactDirection = transform.forward
};
detector.RegisterHit(inflictling);
return detector.OwnerId;
}
return -1;
}
//Set offset
public void SetOffset(float offset)
{
fxOffset = offset;
}
}
}

View File

@ -2,6 +2,7 @@
using System.Collections;
using System.Collections.Generic;
using System;
using System.Linq;
namespace FORGE3D
{
@ -23,20 +24,21 @@ namespace FORGE3D
{
public int id;
public bool isActive;
public bool removeNextTick = false;
public float rate;
public int ticks;
public int ticksElapsed;
public float last;
public Action callBack;
public float rate;
public int ticks;
public int ticksElapsed;
public float last;
public Action callBack;
public Timer(int id_, float rate_, int ticks_, Action callback_)
{
id = id_;
rate = rate_ < 0 ? 0 : rate_;
ticks = ticks_ < 0 ? 0 : ticks_;
callBack = callback_;
last = 0;
public Timer(int id_, float rate_, int ticks_, Action callback_)
{
id = id_;
rate = rate_ < 0 ? 0 : rate_;
ticks = ticks_ < 0 ? 0 : ticks_;
callBack = callback_;
last = 0;
ticksElapsed = 0;
isActive = true;
}
@ -47,25 +49,32 @@ namespace FORGE3D
if (isActive && last >= rate)
{
last = 0;
ticksElapsed++;
callBack.Invoke();
if (removeNextTick)
{
isActive = false;
F3DTime.time.RemoveTimer(id);
return;
}
if (ticks > 0 && ticks == ticksElapsed)
{
isActive = false;
F3DTime.time.RemoveTimer(id);
}
}
}
}
last = 0;
ticksElapsed++;
callBack.Invoke();
/// <summary>
/// Awake
/// </summary>
void Awake()
{
time = this;
if (ticks > 0 && ticks == ticksElapsed)
{
isActive = false;
F3DTime.time.RemoveTimer(id);
}
}
}
}
/// <summary>
/// Awake
/// </summary>
void Awake()
{
time = this;
timers = new List<Timer>();
removalPending = new List<int>();
}
@ -104,18 +113,23 @@ namespace FORGE3D
removalPending.Add(timerId);
}
/// <summary>
/// Timer removal queue handler
/// </summary>
void Remove()
{
if (removalPending.Count > 0)
{
foreach (int id in removalPending)
for (int i = 0; i < timers.Count; i++)
if (timers[i].id == id)
{
timers.RemoveAt(i);
public void RemoveTimerNextTick(int timerId)
{
timers.First(t => t.id == timerId).removeNextTick = true;
}
/// <summary>
/// Timer removal queue handler
/// </summary>
void Remove()
{
if (removalPending.Count > 0)
{
foreach (int id in removalPending)
for (int i = 0; i < timers.Count; i++)
if (timers[i].id == id)
{
timers.RemoveAt(i);
break;
}

View File

@ -31,8 +31,8 @@ namespace FORGE3D
void SetWeaponTypeText()
{
WeaponTypeText.text = _fxTypeName[(int) _fxControllers[0].DefaultFXType];
}
WeaponTypeText.text = _fxTypeName[(int)_fxControllers[0].SelectedWeaponEffect];
}
public void OnButtonNext()
{

View File

@ -21,8 +21,7 @@ Material:
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: Burnout_Heat_001
m_Shader: {fileID: -6465566751694194690, guid: a69f632f7605c4347b0ac15ec7b2d967,
type: 3}
m_Shader: {fileID: -6465566751694194690, guid: a69f632f7605c4347b0ac15ec7b2d967, type: 3}
m_Parent: {fileID: 0}
m_ModifiedSerializedProperties: 0
m_ValidKeywords: []
@ -75,7 +74,7 @@ Material:
- _AlphaCutoff: 0.5
- _BumpAmt: 0
- _Dist: 1
- _Distort: 0.01
- _Distort: 0
- _InvFade: 3
- _QueueControl: 0
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View File

@ -21,8 +21,7 @@ Material:
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: Burnout_Sparks
m_Shader: {fileID: -6465566751694194690, guid: 894e255bca895714c929238ea0e6273f,
type: 3}
m_Shader: {fileID: -6465566751694194690, guid: 894e255bca895714c929238ea0e6273f, type: 3}
m_Parent: {fileID: 0}
m_ModifiedSerializedProperties: 0
m_ValidKeywords: []
@ -76,6 +75,7 @@ Material:
- _AlphaToMask: 0
- _Blend: 2
- _BlendOp: 0
- _Blur: -1
- _Boost: 65.64
- _CameraFadingEnabled: 0
- _CameraFarFadeDistance: 2
@ -109,6 +109,7 @@ Material:
- _CameraFadeParams: {r: 0, g: Infinity, b: 0, a: 0}
- _Color: {r: 1, g: 1, b: 1, a: 1}
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
- _Offset: {r: 0, g: 0, b: 0, a: 0}
- _SoftParticleFadeParams: {r: 0, g: 0, b: 0, a: 0}
- _TintColor: {r: 1, g: 1, b: 1, a: 1}
m_BuildTextureStacks: []

View File

@ -120,7 +120,7 @@ Material:
- _AlphaCutoff: 0.5
- _BurnOut: 0
- _BurnUVOffset: 0.15
- _Burnout: 0.3
- _Burnout: 0
- _ClipThreshold: 0.12
- _Cut: -0.47
- _Cutoff: 0.33

View File

@ -21,8 +21,7 @@ Material:
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: seeker_bolt_flare
m_Shader: {fileID: -6465566751694194690, guid: 894e255bca895714c929238ea0e6273f,
type: 3}
m_Shader: {fileID: -6465566751694194690, guid: 89754397a45ebd242a4116119466e163, type: 3}
m_Parent: {fileID: 0}
m_ModifiedSerializedProperties: 0
m_ValidKeywords: []
@ -76,6 +75,7 @@ Material:
- _AlphaToMask: 0
- _Blend: 2
- _BlendOp: 0
- _Blur: -1
- _Boost: 1.29
- _CameraFadingEnabled: 0
- _CameraFarFadeDistance: 2
@ -109,6 +109,7 @@ Material:
- _CameraFadeParams: {r: 0, g: Infinity, b: 0, a: 0}
- _Color: {r: 1, g: 1, b: 1, a: 1}
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
- _Offset: {r: 0, g: 0, b: 0, a: 0}
- _SoftParticleFadeParams: {r: 0, g: 1, b: 0, a: 0}
- _TintColor: {r: 1, g: 1, b: 1, a: 1}
m_BuildTextureStacks: []

View File

@ -21,8 +21,7 @@ Material:
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: seeker_bolt_fragment
m_Shader: {fileID: -6465566751694194690, guid: 894e255bca895714c929238ea0e6273f,
type: 3}
m_Shader: {fileID: -6465566751694194690, guid: 89754397a45ebd242a4116119466e163, type: 3}
m_Parent: {fileID: 0}
m_ModifiedSerializedProperties: 0
m_ValidKeywords: []
@ -76,6 +75,7 @@ Material:
- _AlphaToMask: 0
- _Blend: 2
- _BlendOp: 0
- _Blur: -1
- _Boost: 1
- _CameraFadingEnabled: 0
- _CameraFarFadeDistance: 2
@ -109,6 +109,7 @@ Material:
- _CameraFadeParams: {r: 0, g: Infinity, b: 0, a: 0}
- _Color: {r: 1, g: 1, b: 1, a: 1}
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
- _Offset: {r: 0, g: 0, b: 0, a: 0}
- _SoftParticleFadeParams: {r: 0, g: 1, b: 0, a: 0}
- _TintColor: {r: 0.99999994, g: 0.99999994, b: 0.99999994, a: 1}
m_BuildTextureStacks: []

View File

@ -8,8 +8,7 @@ Material:
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: seeker_bolt_muzzle
m_Shader: {fileID: -6465566751694194690, guid: 894e255bca895714c929238ea0e6273f,
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m_Parent: {fileID: 0}
m_ModifiedSerializedProperties: 0
m_ValidKeywords: []
@ -63,6 +62,7 @@ Material:
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- _Blend: 2
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- _Boost: 1
- _CameraFadingEnabled: 0
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