Como hacer un efecto de lanzar granadas en mano con Unity.
He puesto como hijo del player el protagonista del juego un lanzador de proyectiles, el que idee que va girando y tocando otro objeto realizando a así los disparos...https://youtu.be/cTSwWrXgVow
….
Luego e puesto una nueva animación con el movimiento del bracear, lanzando la granada de mano y la e ampliado en el script de movimientos de mi personaje….
using
System.Collections;
using
System.Collections.Generic;
using
UnityEngine;
public
class
CONTROLREPARTIDOR : MonoBehaviour {
public
Animator Anim;
public
float
WalkSpeed;
void
Update () {
if
(Input.GetKey (KeyCode.E)) {
Anim.SetBool
("CORRER",
true);
transform.Translate
(Vector3.forward * WalkSpeed * Time.deltaTime);
}
else
{
Anim.SetBool
("CORRER",
false);
if
(Input.GetKey (KeyCode.W)) {
Anim.SetBool
("ANDA",
true);
transform.Translate
(Vector3.forward * WalkSpeed * Time.deltaTime);
}
else
{
Anim.SetBool
("ANDA",
false);
if
(Input.GetKey (KeyCode.S)) {
Anim.SetBool
("ATRAS",
true);
transform.Translate
(Vector3.forward * WalkSpeed * Time.deltaTime);
}
else
{
Anim.SetBool
("ATRAS",
false);
if
(Input.GetKey (KeyCode.A)) {
Anim.SetBool
("CORRER",
true);
transform.Translate
(Vector3.forward * WalkSpeed * Time.deltaTime);
}
else
{
Anim.SetBool
("CORRER",
false);
if
(Input.GetKey (KeyCode.P)) {
Anim.SetBool
("BOMBA",
true);
transform.Translate
(Vector3.forward * WalkSpeed * Time.deltaTime);
}
else
{
Anim.SetBool
("BOMBA",
false);
if
(Input.GetKey (KeyCode.O)) {
Anim.SetBool
("BOMBA",
true);
transform.Translate
(Vector3.forward * WalkSpeed * Time.deltaTime);
}
else
{
Anim.SetBool
("BOMBA",
false);
if
(Input.GetKey (KeyCode.D)) {
Anim.SetBool
("CORRER",
true);
transform.Translate
(Vector3.forward * WalkSpeed * Time.deltaTime);
}
else
{
Anim.SetBool
("CORRER",
false);
if
(Input.GetButton ("Fire1"))
{
Anim.SetBool
("DISPARANDO",
true);
transform.Translate
(Vector3.forward * WalkSpeed * Time.deltaTime);
}
else
{
Anim.SetBool
("DISPARANDO",
false);
if
(Input.GetKey (KeyCode.M)) {
Anim.SetBool
("LANZAR",
true);
transform.Translate
(Vector3.forward * WalkSpeed * Time.deltaTime);
}
else
{
Anim.SetBool
("LANZAR",
false);
}
}
}
}
}
}
}
}
}
}
}
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Las granadas no hacen nada pero al contacto con los cubos que ban a simular municion o explosibos o combustible dan efecto de explosion gracias al script de ActivateTrigger
using
System;
using
UnityEngine;
using
Object = UnityEngine.Object;
namespace
UnityStandardAssets.Utility
{
public
class
ActivateTrigger : MonoBehaviour
{
//
A multi-purpose script which causes an action to occur when
//
a trigger collider is entered.
public
enum
Mode
{
Trigger = 0,
//
Just broadcast the action on to the target
Replace = 1,
//
replace target with source
Activate = 2,
//
Activate the target GameObject
Enable = 3,
//
Enable a component
Animate = 4,
//
Start animation on target
Deactivate = 5
//
Decativate target GameObject
}
public
Mode action = Mode.Activate; //
The action to accomplish
public
Object target; //
The game object to affect. If none, the trigger work on this game
object
public
GameObject source;
public
int
triggerCount = 1;
public
bool
repeatTrigger = false;
private
void
DoActivateTrigger()
{
triggerCount--;
if
(triggerCount == 0
|| repeatTrigger)
{
Object currentTarget = target ?? gameObject;
Behaviour targetBehaviour = currentTarget as
Behaviour;
GameObject targetGameObject = currentTarget as
GameObject;
if
(targetBehaviour != null)
{
targetGameObject = targetBehaviour.gameObject;
}
switch
(action)
{
case
Mode.Trigger:
if
(targetGameObject != null)
{
targetGameObject.BroadcastMessage("DoActivateTrigger");
}
break;
case
Mode.Replace:
if
(source != null)
{
if
(targetGameObject != null)
{
Instantiate(source,
targetGameObject.transform.position,
targetGameObject.transform.rotation);
DestroyObject(targetGameObject);
}
}
break;
case
Mode.Activate:
if
(targetGameObject != null)
{
targetGameObject.SetActive(true);
}
break;
case
Mode.Enable:
if
(targetBehaviour != null)
{
targetBehaviour.enabled = true;
}
break;
case
Mode.Animate:
if
(targetGameObject != null)
{
targetGameObject.GetComponent<Animation>().Play();
}
break;
case
Mode.Deactivate:
if
(targetGameObject != null)
{
targetGameObject.SetActive(false);
}
break;
}
}
}
private
void
OnTriggerEnter(Collider other)
{
DoActivateTrigger();
}
}
}
---------------------------------------------------------------------------------------
--------------------------------------------------------------------------------------
que sustituye un gameobject por otro en este caso por explosiones prefabricados descargados del asset gratuito de unity del principal de ellos el que viene por defecto el mas recurrido……
Es cierto que nada tiene que ver la salida de la granada con el movimiento del brazo simplemente ago coincidir la tecla “m” con la acción de disparar con un script aparte para que baya el disparador automático funcionando y la misma letra “m” para activar la animación de personaje con el otro script diferente...
Añado un script mas que facilita la inclinación con el mouse del lanzador de granadas para lanzar mas lejos o mas cerca.
using
System;
using
UnityEngine;
using
UnityStandardAssets.CrossPlatformInput;
namespace
UnityStandardAssets.Utility
{
public
class
SimpleMouseRotator : MonoBehaviour
{
//
A mouselook behaviour with constraints which operate relative to
//
this gameobject's initial rotation.
//
Only rotates around local X and Y.
//
Works in local coordinates, so if this object is parented
//
to another moving gameobject, its local constraints will
//
operate correctly
//
(Think: looking out the side window of a car, or a gun turret
//
on a moving spaceship with a limited angular range)
//
to have no constraints on an axis, set the rotationRange to 360 or
greater.
public
Vector2 rotationRange = new
Vector3(70,
70);
public
float
rotationSpeed = 10;
public
float
dampingTime = 0.2f;
public
bool
autoZeroVerticalOnMobile = true;
public
bool
autoZeroHorizontalOnMobile = false;
public
bool
relative = true;
private
Vector3 m_TargetAngles;
private
Vector3 m_FollowAngles;
private
Vector3 m_FollowVelocity;
private
Quaternion m_OriginalRotation;
private
void
Start()
{
m_OriginalRotation = transform.localRotation;
}
private
void
Update()
{
//
we make initial calculations from the original local rotation
transform.localRotation = m_OriginalRotation;
//
read input from mouse or mobile controls
float
inputH;
float
inputV;
if
(relative)
{
inputH = CrossPlatformInputManager.GetAxis("Mouse
X");
inputV = CrossPlatformInputManager.GetAxis("Mouse
Y");
//
wrap values to avoid springing quickly the wrong way from positive to
negative
if
(m_TargetAngles.y > 180)
{
m_TargetAngles.y -= 360;
m_FollowAngles.y -= 360;
}
if
(m_TargetAngles.x > 180)
{
m_TargetAngles.x -= 360;
m_FollowAngles.x -= 360;
}
if
(m_TargetAngles.y < -180)
{
m_TargetAngles.y += 360;
m_FollowAngles.y += 360;
}
if
(m_TargetAngles.x < -180)
{
m_TargetAngles.x += 360;
m_FollowAngles.x += 360;
}
#if
MOBILE_INPUT
//
on mobile, sometimes we want input mapped directly to tilt value,
//
so it springs back automatically when the look input is
released.
if
(autoZeroHorizontalOnMobile) {
m_TargetAngles.y
= Mathf.Lerp (-rotationRange.y * 0.5f,
rotationRange.y * 0.5f,
inputH * .5f
+ .5f);
}
else
{
m_TargetAngles.y
+= inputH * rotationSpeed;
}
if
(autoZeroVerticalOnMobile) {
m_TargetAngles.x
= Mathf.Lerp (-rotationRange.x * 0.5f,
rotationRange.x * 0.5f,
inputV * .5f
+ .5f);
}
else
{
m_TargetAngles.x
+= inputV * rotationSpeed;
}
#else
//
with mouse input, we have direct control with no springback
required.
m_TargetAngles.y += inputH*rotationSpeed;
m_TargetAngles.x += inputV*rotationSpeed;
#endif
//
clamp values to allowed range
m_TargetAngles.y = Mathf.Clamp(m_TargetAngles.y,
-rotationRange.y*0.5f,
rotationRange.y*0.5f);
m_TargetAngles.x = Mathf.Clamp(m_TargetAngles.x,
-rotationRange.x*0.5f,
rotationRange.x*0.5f);
}
else
{
inputH = Input.mousePosition.x;
inputV = Input.mousePosition.y;
//
set values to allowed range
m_TargetAngles.y = Mathf.Lerp(-rotationRange.y*0.5f,
rotationRange.y*0.5f,
inputH/Screen.width);
m_TargetAngles.x = Mathf.Lerp(-rotationRange.x*0.5f,
rotationRange.x*0.5f,
inputV/Screen.height);
}
//
smoothly interpolate current values to target angles
m_FollowAngles = Vector3.SmoothDamp(m_FollowAngles,
m_TargetAngles, ref
m_FollowVelocity, dampingTime);
//
update the actual gameobject's rotation
transform.localRotation =
m_OriginalRotation*Quaternion.Euler(-m_FollowAngles.x,
m_FollowAngles.y, 0);
}
}
}
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