This commit is contained in:
Alex38Lyon
2025-06-03 12:00:47 +02:00
parent ed8041abcd
commit 878ea46cac
1300 changed files with 527178 additions and 0 deletions
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using UnityEngine;
namespace Unity.FPS.Game
{
// This class contains general information describing an actor (player or enemies).
// It is mostly used for AI detection logic and determining if an actor is friend or foe
public class Actor : MonoBehaviour
{
[Tooltip("Represents the affiliation (or team) of the actor. Actors of the same affiliation are friendly to each other")]
public int Affiliation;
[Tooltip("Represents point where other actors will aim when they attack this actor")]
public Transform AimPoint;
ActorsManager m_ActorsManager;
void Start()
{
m_ActorsManager = GameObject.FindFirstObjectByType<ActorsManager>();
DebugUtility.HandleErrorIfNullFindObject<ActorsManager, Actor>(m_ActorsManager, this);
// Register as an actor
if (!m_ActorsManager.Actors.Contains(this))
{
m_ActorsManager.Actors.Add(this);
}
}
void OnDestroy()
{
// Unregister as an actor
if (m_ActorsManager)
{
m_ActorsManager.Actors.Remove(this);
}
}
}
}
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using UnityEngine;
using UnityEngine.Audio;
namespace Unity.FPS.Game
{
public class AudioUtility
{
static AudioManager s_AudioManager;
public enum AudioGroups
{
DamageTick,
Impact,
EnemyDetection,
Pickup,
WeaponShoot,
WeaponOverheat,
WeaponChargeBuildup,
WeaponChargeLoop,
HUDVictory,
HUDObjective,
EnemyAttack
}
public static void CreateSFX(AudioClip clip, Vector3 position, AudioGroups audioGroup, float spatialBlend,
float rolloffDistanceMin = 1f)
{
GameObject impactSfxInstance = new GameObject();
impactSfxInstance.transform.position = position;
AudioSource source = impactSfxInstance.AddComponent<AudioSource>();
source.clip = clip;
source.spatialBlend = spatialBlend;
source.minDistance = rolloffDistanceMin;
source.Play();
source.outputAudioMixerGroup = GetAudioGroup(audioGroup);
TimedSelfDestruct timedSelfDestruct = impactSfxInstance.AddComponent<TimedSelfDestruct>();
timedSelfDestruct.LifeTime = clip.length;
}
public static AudioMixerGroup GetAudioGroup(AudioGroups group)
{
if (s_AudioManager == null)
s_AudioManager = Object.FindFirstObjectByType<AudioManager>();
var groups = s_AudioManager.FindMatchingGroups(group.ToString());
if (groups.Length > 0)
return groups[0];
Debug.LogWarning("Didn't find audio group for " + group.ToString());
return null;
}
public static void SetMasterVolume(float value)
{
if (s_AudioManager == null)
s_AudioManager = Object.FindFirstObjectByType<AudioManager>();
if (value <= 0)
value = 0.001f;
float valueInDb = Mathf.Log10(value) * 20;
s_AudioManager.SetFloat("MasterVolume", valueInDb);
}
public static float GetMasterVolume()
{
if (s_AudioManager == null)
s_AudioManager = Object.FindFirstObjectByType<AudioManager>();
s_AudioManager.GetFloat("MasterVolume", out var valueInDb);
return Mathf.Pow(10f, valueInDb / 20.0f);
}
}
}
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using UnityEngine;
namespace Unity.FPS.Game
{
public class ConstantRotation : MonoBehaviour
{
[Tooltip("Rotation angle per second")] public float RotatingSpeed = 360f;
void Update()
{
// Handle rotating
transform.Rotate(Vector3.up, RotatingSpeed * Time.deltaTime, Space.Self);
}
}
}
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using UnityEngine;
namespace Unity.FPS.Game
{
public static class DebugUtility
{
public static void HandleErrorIfNullGetComponent<TO, TS>(Component component, Component source,
GameObject onObject)
{
#if UNITY_EDITOR
if (component == null)
{
Debug.LogError("Error: Component of type " + typeof(TS) + " on GameObject " + source.gameObject.name +
" expected to find a component of type " + typeof(TO) + " on GameObject " +
onObject.name + ", but none were found.");
}
#endif
}
public static void HandleErrorIfNullFindObject<TO, TS>(UnityEngine.Object obj, Component source)
{
#if UNITY_EDITOR
if (obj == null)
{
Debug.LogError("Error: Component of type " + typeof(TS) + " on GameObject " + source.gameObject.name +
" expected to find an object of type " + typeof(TO) +
" in the scene, but none were found.");
}
#endif
}
public static void HandleErrorIfNoComponentFound<TO, TS>(int count, Component source, GameObject onObject)
{
#if UNITY_EDITOR
if (count == 0)
{
Debug.LogError("Error: Component of type " + typeof(TS) + " on GameObject " + source.gameObject.name +
" expected to find at least one component of type " + typeof(TO) + " on GameObject " +
onObject.name + ", but none were found.");
}
#endif
}
public static void HandleWarningIfDuplicateObjects<TO, TS>(int count, Component source, GameObject onObject)
{
#if UNITY_EDITOR
if (count > 1)
{
Debug.LogWarning("Warning: Component of type " + typeof(TS) + " on GameObject " +
source.gameObject.name +
" expected to find only one component of type " + typeof(TO) + " on GameObject " +
onObject.name + ", but several were found. First one found will be selected.");
}
#endif
}
}
}
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using UnityEngine;
namespace Unity.FPS.Game
{
// The Game Events used across the Game.
// Anytime there is a need for a new event, it should be added here.
public static class Events
{
public static ObjectiveUpdateEvent ObjectiveUpdateEvent = new ObjectiveUpdateEvent();
public static AllObjectivesCompletedEvent AllObjectivesCompletedEvent = new AllObjectivesCompletedEvent();
public static GameOverEvent GameOverEvent = new GameOverEvent();
public static PlayerDeathEvent PlayerDeathEvent = new PlayerDeathEvent();
public static EnemyKillEvent EnemyKillEvent = new EnemyKillEvent();
public static PickupEvent PickupEvent = new PickupEvent();
public static AmmoPickupEvent AmmoPickupEvent = new AmmoPickupEvent();
public static DamageEvent DamageEvent = new DamageEvent();
public static DisplayMessageEvent DisplayMessageEvent = new DisplayMessageEvent();
}
public class ObjectiveUpdateEvent : GameEvent
{
public Objective Objective;
public string DescriptionText;
public string CounterText;
public bool IsComplete;
public string NotificationText;
}
public class AllObjectivesCompletedEvent : GameEvent { }
public class GameOverEvent : GameEvent
{
public bool Win;
}
public class PlayerDeathEvent : GameEvent { }
public class EnemyKillEvent : GameEvent
{
public GameObject Enemy;
public int RemainingEnemyCount;
}
public class PickupEvent : GameEvent
{
public GameObject Pickup;
}
public class AmmoPickupEvent : GameEvent
{
public WeaponController Weapon;
}
public class DamageEvent : GameEvent
{
public GameObject Sender;
public float DamageValue;
}
public class DisplayMessageEvent : GameEvent
{
public string Message;
public float DelayBeforeDisplay;
}
}
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namespace Unity.FPS.Game
{
public class GameConstants
{
// all the constant string used across the game
public const string k_AxisNameVertical = "Vertical";
public const string k_AxisNameHorizontal = "Horizontal";
public const string k_MouseAxisNameVertical = "Mouse Y";
public const string k_MouseAxisNameHorizontal = "Mouse X";
public const string k_AxisNameJoystickLookVertical = "Look Y";
public const string k_AxisNameJoystickLookHorizontal = "Look X";
public const string k_ButtonNameAim = "Aim";
public const string k_ButtonNameFire = "Fire";
public const string k_ButtonNameSprint = "Sprint";
public const string k_ButtonNameJump = "Jump";
public const string k_ButtonNameCrouch = "Crouch";
public const string k_ButtonNameGamepadFire = "Gamepad Fire";
public const string k_ButtonNameGamepadAim = "Gamepad Aim";
public const string k_ButtonNameSwitchWeapon = "Mouse ScrollWheel";
public const string k_ButtonNameGamepadSwitchWeapon = "Gamepad Switch";
public const string k_ButtonNameNextWeapon = "NextWeapon";
public const string k_ButtonNamePauseMenu = "Pause Menu";
public const string k_ButtonNameSubmit = "Submit";
public const string k_ButtonNameCancel = "Cancel";
public const string k_ButtonReload = "Reload";
}
}
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using UnityEngine;
namespace Unity.FPS.Game
{
public class IgnoreHeatMap : MonoBehaviour
{
}
}
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using UnityEngine;
namespace Unity.FPS.Game
{
public class IgnoreHitDetection : MonoBehaviour
{
}
}
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using System.Collections.Generic;
using UnityEngine;
namespace Unity.FPS.Game
{
public class ActorsManager : MonoBehaviour
{
public List<Actor> Actors { get; private set; }
public GameObject Player { get; private set; }
public void SetPlayer(GameObject player) => Player = player;
void Awake()
{
Actors = new List<Actor>();
}
}
}
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using UnityEngine;
using UnityEngine.Audio;
namespace Unity.FPS.Game
{
public class AudioManager : MonoBehaviour
{
public AudioMixer[] AudioMixers;
public AudioMixerGroup[] FindMatchingGroups(string subPath)
{
for (int i = 0; i < AudioMixers.Length; i++)
{
AudioMixerGroup[] results = AudioMixers[i].FindMatchingGroups(subPath);
if (results != null && results.Length != 0)
{
return results;
}
}
return null;
}
public void SetFloat(string name, float value)
{
for (int i = 0; i < AudioMixers.Length; i++)
{
if (AudioMixers[i] != null)
{
AudioMixers[i].SetFloat(name, value);
}
}
}
public void GetFloat(string name, out float value)
{
value = 0f;
for (int i = 0; i < AudioMixers.Length; i++)
{
if (AudioMixers[i] != null)
{
AudioMixers[i].GetFloat(name, out value);
break;
}
}
}
}
}
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using System;
using System.Collections.Generic;
namespace Unity.FPS.Game
{
public class GameEvent
{
}
// A simple Event System that can be used for remote systems communication
public static class EventManager
{
static readonly Dictionary<Type, Action<GameEvent>> s_Events = new Dictionary<Type, Action<GameEvent>>();
static readonly Dictionary<Delegate, Action<GameEvent>> s_EventLookups =
new Dictionary<Delegate, Action<GameEvent>>();
public static void AddListener<T>(Action<T> evt) where T : GameEvent
{
if (!s_EventLookups.ContainsKey(evt))
{
Action<GameEvent> newAction = (e) => evt((T) e);
s_EventLookups[evt] = newAction;
if (s_Events.TryGetValue(typeof(T), out Action<GameEvent> internalAction))
s_Events[typeof(T)] = internalAction += newAction;
else
s_Events[typeof(T)] = newAction;
}
}
public static void RemoveListener<T>(Action<T> evt) where T : GameEvent
{
if (s_EventLookups.TryGetValue(evt, out var action))
{
if (s_Events.TryGetValue(typeof(T), out var tempAction))
{
tempAction -= action;
if (tempAction == null)
s_Events.Remove(typeof(T));
else
s_Events[typeof(T)] = tempAction;
}
s_EventLookups.Remove(evt);
}
}
public static void Broadcast(GameEvent evt)
{
if (s_Events.TryGetValue(evt.GetType(), out var action))
action.Invoke(evt);
}
public static void Clear()
{
s_Events.Clear();
s_EventLookups.Clear();
}
}
}
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using UnityEngine;
using UnityEngine.SceneManagement;
namespace Unity.FPS.Game
{
public class GameFlowManager : MonoBehaviour
{
[Header("Parameters")] [Tooltip("Duration of the fade-to-black at the end of the game")]
public float EndSceneLoadDelay = 3f;
[Tooltip("The canvas group of the fade-to-black screen")]
public CanvasGroup EndGameFadeCanvasGroup;
[Header("Win")] [Tooltip("This string has to be the name of the scene you want to load when winning")]
public string WinSceneName = "WinScene";
[Tooltip("Duration of delay before the fade-to-black, if winning")]
public float DelayBeforeFadeToBlack = 4f;
[Tooltip("Win game message")]
public string WinGameMessage;
[Tooltip("Duration of delay before the win message")]
public float DelayBeforeWinMessage = 2f;
[Tooltip("Sound played on win")] public AudioClip VictorySound;
[Header("Lose")] [Tooltip("This string has to be the name of the scene you want to load when losing")]
public string LoseSceneName = "LoseScene";
public bool GameIsEnding { get; private set; }
float m_TimeLoadEndGameScene;
string m_SceneToLoad;
void Awake()
{
EventManager.AddListener<AllObjectivesCompletedEvent>(OnAllObjectivesCompleted);
EventManager.AddListener<PlayerDeathEvent>(OnPlayerDeath);
}
void Start()
{
AudioUtility.SetMasterVolume(1);
}
void Update()
{
if (GameIsEnding)
{
float timeRatio = 1 - (m_TimeLoadEndGameScene - Time.time) / EndSceneLoadDelay;
EndGameFadeCanvasGroup.alpha = timeRatio;
AudioUtility.SetMasterVolume(1 - timeRatio);
// See if it's time to load the end scene (after the delay)
if (Time.time >= m_TimeLoadEndGameScene)
{
SceneManager.LoadScene(m_SceneToLoad);
GameIsEnding = false;
}
}
}
void OnAllObjectivesCompleted(AllObjectivesCompletedEvent evt) => EndGame(true);
void OnPlayerDeath(PlayerDeathEvent evt) => EndGame(false);
void EndGame(bool win)
{
// unlocks the cursor before leaving the scene, to be able to click buttons
Cursor.lockState = CursorLockMode.None;
Cursor.visible = true;
// Remember that we need to load the appropriate end scene after a delay
GameIsEnding = true;
EndGameFadeCanvasGroup.gameObject.SetActive(true);
if (win)
{
m_SceneToLoad = WinSceneName;
m_TimeLoadEndGameScene = Time.time + EndSceneLoadDelay + DelayBeforeFadeToBlack;
// play a sound on win
var audioSource = gameObject.AddComponent<AudioSource>();
audioSource.clip = VictorySound;
audioSource.playOnAwake = false;
audioSource.outputAudioMixerGroup = AudioUtility.GetAudioGroup(AudioUtility.AudioGroups.HUDVictory);
audioSource.PlayScheduled(AudioSettings.dspTime + DelayBeforeWinMessage);
// create a game message
//var message = Instantiate(WinGameMessagePrefab).GetComponent<DisplayMessage>();
//if (message)
//{
// message.delayBeforeShowing = delayBeforeWinMessage;
// message.GetComponent<Transform>().SetAsLastSibling();
//}
DisplayMessageEvent displayMessage = Events.DisplayMessageEvent;
displayMessage.Message = WinGameMessage;
displayMessage.DelayBeforeDisplay = DelayBeforeWinMessage;
EventManager.Broadcast(displayMessage);
}
else
{
m_SceneToLoad = LoseSceneName;
m_TimeLoadEndGameScene = Time.time + EndSceneLoadDelay;
}
}
void OnDestroy()
{
EventManager.RemoveListener<AllObjectivesCompletedEvent>(OnAllObjectivesCompleted);
EventManager.RemoveListener<PlayerDeathEvent>(OnPlayerDeath);
}
}
}
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using System.Collections.Generic;
using UnityEngine;
namespace Unity.FPS.Game
{
public class ObjectiveManager : MonoBehaviour
{
List<Objective> m_Objectives = new List<Objective>();
bool m_ObjectivesCompleted = false;
void Awake()
{
Objective.OnObjectiveCreated += RegisterObjective;
}
void RegisterObjective(Objective objective) => m_Objectives.Add(objective);
void Update()
{
if (m_Objectives.Count == 0 || m_ObjectivesCompleted)
return;
for (int i = 0; i < m_Objectives.Count; i++)
{
// pass every objectives to check if they have been completed
if (m_Objectives[i].IsBlocking())
{
// break the loop as soon as we find one uncompleted objective
return;
}
}
m_ObjectivesCompleted = true;
EventManager.Broadcast(Events.AllObjectivesCompletedEvent);
}
void OnDestroy()
{
Objective.OnObjectiveCreated -= RegisterObjective;
}
}
}
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using System.Collections.Generic;
using UnityEngine;
using UnityEngine.ProBuilder;
using UnityEngine.Rendering;
namespace Unity.FPS.Game
{
public static class MeshCombineUtility
{
public class RenderBatchData
{
public class MeshAndTrs
{
public Mesh Mesh;
public Matrix4x4 Trs;
public MeshAndTrs(Mesh m, Matrix4x4 t)
{
Mesh = m;
Trs = t;
}
}
public Material Material;
public int SubmeshIndex = 0;
public ShadowCastingMode ShadowMode;
public bool ReceiveShadows;
public MotionVectorGenerationMode MotionVectors;
public List<MeshAndTrs> MeshesWithTrs = new List<MeshAndTrs>();
}
public enum RendererDisposeMethod
{
DestroyGameObject,
DestroyRendererAndFilter,
DisableGameObject,
DisableRenderer,
}
public static void Combine(List<MeshRenderer> renderers, RendererDisposeMethod disposeMethod,
string newObjectName)
{
int renderersCount = renderers.Count;
List<RenderBatchData> renderBatches = new List<RenderBatchData>();
// Build render batches for all unique material + submeshIndex combinations
for (int i = 0; i < renderersCount; i++)
{
MeshRenderer meshRenderer = renderers[i];
if (meshRenderer == null)
continue;
MeshFilter meshFilter = meshRenderer.GetComponent<MeshFilter>();
if (meshFilter == null)
continue;
Mesh mesh = meshFilter.sharedMesh;
if (mesh == null)
continue;
Transform t = meshRenderer.GetComponent<Transform>();
Material[] materials = meshRenderer.sharedMaterials;
for (int s = 0; s < mesh.subMeshCount; s++)
{
if (materials[s] == null)
continue;
int batchIndex = GetExistingRenderBatch(renderBatches, materials[s], meshRenderer, s);
if (batchIndex >= 0)
{
renderBatches[batchIndex].MeshesWithTrs
.Add(new RenderBatchData.MeshAndTrs(mesh,
Matrix4x4.TRS(t.position, t.rotation, t.lossyScale)));
}
else
{
RenderBatchData newBatchData = new RenderBatchData();
newBatchData.Material = materials[s];
newBatchData.SubmeshIndex = s;
newBatchData.ShadowMode = meshRenderer.shadowCastingMode;
newBatchData.ReceiveShadows = meshRenderer.receiveShadows;
newBatchData.MeshesWithTrs.Add(new RenderBatchData.MeshAndTrs(mesh,
Matrix4x4.TRS(t.position, t.rotation, t.lossyScale)));
renderBatches.Add(newBatchData);
}
}
// Destroy probuilder component if present
ProBuilderMesh pbm = meshRenderer.GetComponent<ProBuilderMesh>();
if (pbm)
{
GameObject.Destroy(pbm);
}
switch (disposeMethod)
{
case RendererDisposeMethod.DestroyGameObject:
if (Application.isPlaying)
{
GameObject.Destroy(meshRenderer.gameObject);
}
else
{
GameObject.DestroyImmediate(meshRenderer.gameObject);
}
break;
case RendererDisposeMethod.DestroyRendererAndFilter:
if (Application.isPlaying)
{
GameObject.Destroy(meshRenderer);
GameObject.Destroy(meshFilter);
}
else
{
GameObject.DestroyImmediate(meshRenderer);
GameObject.DestroyImmediate(meshFilter);
}
break;
case RendererDisposeMethod.DisableGameObject:
meshRenderer.gameObject.SetActive(false);
break;
case RendererDisposeMethod.DisableRenderer:
meshRenderer.enabled = false;
break;
}
}
// Combine each unique render batch
for (int i = 0; i < renderBatches.Count; i++)
{
RenderBatchData rbd = renderBatches[i];
Mesh newMesh = new Mesh();
newMesh.indexFormat = UnityEngine.Rendering.IndexFormat.UInt32;
CombineInstance[] combineInstances = new CombineInstance[rbd.MeshesWithTrs.Count];
for (int j = 0; j < rbd.MeshesWithTrs.Count; j++)
{
combineInstances[j].subMeshIndex = rbd.SubmeshIndex;
combineInstances[j].mesh = rbd.MeshesWithTrs[j].Mesh;
combineInstances[j].transform = rbd.MeshesWithTrs[j].Trs;
}
// Create mesh
newMesh.CombineMeshes(combineInstances);
newMesh.RecalculateBounds();
// Create the gameObject
GameObject combinedObject = new GameObject(newObjectName);
MeshFilter mf = combinedObject.AddComponent<MeshFilter>();
mf.sharedMesh = newMesh;
MeshRenderer mr = combinedObject.AddComponent<MeshRenderer>();
mr.sharedMaterial = rbd.Material;
mr.shadowCastingMode = rbd.ShadowMode;
}
}
static int GetExistingRenderBatch(List<RenderBatchData> renderBatches, Material mat, MeshRenderer ren, int submeshIndex)
{
for (int i = 0; i < renderBatches.Count; i++)
{
RenderBatchData data = renderBatches[i];
if (data.Material == mat &&
data.SubmeshIndex == submeshIndex &&
data.ShadowMode == ren.shadowCastingMode &&
data.ReceiveShadows == ren.receiveShadows)
{
return i;
}
}
return -1;
}
}
}
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using System.Collections.Generic;
using UnityEngine;
namespace Unity.FPS.Game
{
public class MeshCombiner : MonoBehaviour
{
public List<GameObject> CombineParents = new List<GameObject>();
[Header("Grid parameters")] public bool UseGrid = false;
public Vector3 GridCenter;
public Vector3 GridExtents = new Vector3(10, 10, 10);
public Vector3Int GridResolution = new Vector3Int(2, 2, 2);
public Color GridPreviewColor = Color.green;
void Start()
{
Combine();
}
public void Combine()
{
List<MeshRenderer> validRenderers = new List<MeshRenderer>();
foreach (GameObject combineParent in CombineParents)
{
validRenderers.AddRange(combineParent.GetComponentsInChildren<MeshRenderer>());
}
if (UseGrid)
{
for (int i = 0; i < GetGridCellCount(); i++)
{
if (GetGridCellBounds(i, out Bounds bounds))
{
CombineAllInBounds(bounds, validRenderers);
}
}
}
else
{
MeshCombineUtility.Combine(validRenderers,
MeshCombineUtility.RendererDisposeMethod.DestroyRendererAndFilter, "Level_Combined");
}
}
void CombineAllInBounds(Bounds bounds, List<MeshRenderer> validRenderers)
{
List<MeshRenderer> renderersForThisCell = new List<MeshRenderer>();
for (int i = validRenderers.Count - 1; i >= 0; i--)
{
MeshRenderer m = validRenderers[i];
if (bounds.Intersects(m.bounds))
{
renderersForThisCell.Add(m);
validRenderers.Remove(m);
}
}
if (renderersForThisCell.Count > 0)
{
MeshCombineUtility.Combine(renderersForThisCell,
MeshCombineUtility.RendererDisposeMethod.DestroyRendererAndFilter, "Level_Combined");
}
}
int GetGridCellCount()
{
return GridResolution.x * GridResolution.y * GridResolution.z;
}
public bool GetGridCellBounds(int index, out Bounds bounds)
{
bounds = default;
if (index < 0 || index >= GetGridCellCount())
return false;
int xCoord = index / (GridResolution.y * GridResolution.z);
int yCoord = (index / GridResolution.z) % GridResolution.y;
int zCoord = index % GridResolution.z;
Vector3 gridBottomCorner = GridCenter - (GridExtents * 0.5f);
Vector3 cellSize = new Vector3(GridExtents.x / (float) GridResolution.x,
GridExtents.y / (float) GridResolution.y, GridExtents.z / (float) GridResolution.z);
Vector3 cellCenter = gridBottomCorner + (new Vector3((xCoord * cellSize.x) + (cellSize.x * 0.5f),
(yCoord * cellSize.y) + (cellSize.y * 0.5f),
(zCoord * cellSize.z) + (cellSize.z * 0.5f)));
bounds.center = cellCenter;
bounds.size = cellSize;
return true;
}
void OnDrawGizmosSelected()
{
if (UseGrid)
{
Gizmos.color = GridPreviewColor;
for (int i = 0; i < GetGridCellCount(); i++)
{
if (GetGridCellBounds(i, out Bounds bounds))
{
Gizmos.DrawWireCube(bounds.center, bounds.size);
}
}
}
}
}
}
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using UnityEngine;
namespace Unity.FPS.Game
{
[System.Serializable]
public struct MinMaxFloat
{
public float Min;
public float Max;
public float GetValueFromRatio(float ratio)
{
return Mathf.Lerp(Min, Max, ratio);
}
}
[System.Serializable]
public struct MinMaxColor
{
[ColorUsage(true, true)] public Color Min;
[ColorUsage(true, true)] public Color Max;
public Color GetValueFromRatio(float ratio)
{
return Color.Lerp(Min, Max, ratio);
}
}
[System.Serializable]
public struct MinMaxVector3
{
public Vector3 Min;
public Vector3 Max;
public Vector3 GetValueFromRatio(float ratio)
{
return Vector3.Lerp(Min, Max, ratio);
}
}
}
@@ -0,0 +1,11 @@
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using System.Collections.Generic;
using UnityEngine;
namespace Unity.FPS.Game
{
public class PrefabReplacer : MonoBehaviour
{
[System.Serializable]
public struct ReplacementDefinition
{
public GameObject SourcePrefab;
public GameObject TargetPrefab;
}
public bool SwitchOrder;
public List<ReplacementDefinition> Replacements = new List<ReplacementDefinition>();
}
}
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using System.Collections.Generic;
#if UNITY_EDITOR
using UnityEditor;
#endif
using UnityEngine;
namespace Unity.FPS.Game
{
[ExecuteInEditMode]
public class PrefabReplacerOnInstance : MonoBehaviour
{
public GameObject TargetPrefab;
void Awake()
{
#if UNITY_EDITOR
List<GameObject> allPrefabObjectsInScene = new List<GameObject>();
foreach (Transform t in GameObject.FindObjectsByType<Transform>(FindObjectsInactive.Exclude, FindObjectsSortMode.None))
{
if (PrefabUtility.IsAnyPrefabInstanceRoot(t.gameObject))
{
allPrefabObjectsInScene.Add(t.gameObject);
}
}
foreach (GameObject go in allPrefabObjectsInScene)
{
GameObject instanceSource = PrefabUtility.GetCorrespondingObjectFromSource(go);
if (instanceSource == TargetPrefab)
{
transform.SetParent(go.transform.parent);
transform.position = go.transform.position;
transform.rotation = go.transform.rotation;
transform.localScale = go.transform.localScale;
// Undo.Register
Undo.DestroyObjectImmediate(go);
Debug.Log("Replaced prefab in scene");
DestroyImmediate(this);
break;
}
}
#endif
}
}
}
@@ -0,0 +1,11 @@
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using System.Collections.Generic;
using UnityEngine;
namespace Unity.FPS.Game
{
public class DamageArea : MonoBehaviour
{
[Tooltip("Area of damage when the projectile hits something")]
public float AreaOfEffectDistance = 5f;
[Tooltip("Damage multiplier over distance for area of effect")]
public AnimationCurve DamageRatioOverDistance;
[Header("Debug")] [Tooltip("Color of the area of effect radius")]
public Color AreaOfEffectColor = Color.red * 0.5f;
public void InflictDamageInArea(float damage, Vector3 center, LayerMask layers,
QueryTriggerInteraction interaction, GameObject owner)
{
Dictionary<Health, Damageable> uniqueDamagedHealths = new Dictionary<Health, Damageable>();
// Create a collection of unique health components that would be damaged in the area of effect (in order to avoid damaging a same entity multiple times)
Collider[] affectedColliders = Physics.OverlapSphere(center, AreaOfEffectDistance, layers, interaction);
foreach (var coll in affectedColliders)
{
Damageable damageable = coll.GetComponent<Damageable>();
if (damageable)
{
Health health = damageable.GetComponentInParent<Health>();
if (health && !uniqueDamagedHealths.ContainsKey(health))
{
uniqueDamagedHealths.Add(health, damageable);
}
}
}
// Apply damages with distance falloff
foreach (Damageable uniqueDamageable in uniqueDamagedHealths.Values)
{
float distance = Vector3.Distance(uniqueDamageable.transform.position, transform.position);
uniqueDamageable.InflictDamage(
damage * DamageRatioOverDistance.Evaluate(distance / AreaOfEffectDistance), true, owner);
}
}
void OnDrawGizmosSelected()
{
Gizmos.color = AreaOfEffectColor;
Gizmos.DrawSphere(transform.position, AreaOfEffectDistance);
}
}
}
@@ -0,0 +1,11 @@
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using UnityEngine;
namespace Unity.FPS.Game
{
public class Damageable : MonoBehaviour
{
[Tooltip("Multiplier to apply to the received damage")]
public float DamageMultiplier = 1f;
[Range(0, 1)] [Tooltip("Multiplier to apply to self damage")]
public float SensibilityToSelfdamage = 0.5f;
public Health Health { get; private set; }
void Awake()
{
// find the health component either at the same level, or higher in the hierarchy
Health = GetComponent<Health>();
if (!Health)
{
Health = GetComponentInParent<Health>();
}
}
public void InflictDamage(float damage, bool isExplosionDamage, GameObject damageSource)
{
if (Health)
{
var totalDamage = damage;
// skip the crit multiplier if it's from an explosion
if (!isExplosionDamage)
{
totalDamage *= DamageMultiplier;
}
// potentially reduce damages if inflicted by self
if (Health.gameObject == damageSource)
{
totalDamage *= SensibilityToSelfdamage;
}
// apply the damages
Health.TakeDamage(totalDamage, damageSource);
}
}
}
}
@@ -0,0 +1,11 @@
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using UnityEngine;
namespace Unity.FPS.Game
{
public class Destructable : MonoBehaviour
{
Health m_Health;
void Start()
{
m_Health = GetComponent<Health>();
DebugUtility.HandleErrorIfNullGetComponent<Health, Destructable>(m_Health, this, gameObject);
// Subscribe to damage & death actions
m_Health.OnDie += OnDie;
m_Health.OnDamaged += OnDamaged;
}
void OnDamaged(float damage, GameObject damageSource)
{
// TODO: damage reaction
}
void OnDie()
{
// this will call the OnDestroy function
Destroy(gameObject);
}
}
}
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using UnityEngine;
using UnityEngine.Events;
namespace Unity.FPS.Game
{
public class Health : MonoBehaviour
{
[Tooltip("Maximum amount of health")] public float MaxHealth = 10f;
[Tooltip("Health ratio at which the critical health vignette starts appearing")]
public float CriticalHealthRatio = 0.3f;
public UnityAction<float, GameObject> OnDamaged;
public UnityAction<float> OnHealed;
public UnityAction OnDie;
public float CurrentHealth { get; set; }
public bool Invincible { get; set; }
public bool CanPickup() => CurrentHealth < MaxHealth;
public float GetRatio() => CurrentHealth / MaxHealth;
public bool IsCritical() => GetRatio() <= CriticalHealthRatio;
bool m_IsDead;
void Start()
{
CurrentHealth = MaxHealth;
}
public void Heal(float healAmount)
{
float healthBefore = CurrentHealth;
CurrentHealth += healAmount;
CurrentHealth = Mathf.Clamp(CurrentHealth, 0f, MaxHealth);
// call OnHeal action
float trueHealAmount = CurrentHealth - healthBefore;
if (trueHealAmount > 0f)
{
OnHealed?.Invoke(trueHealAmount);
}
}
public void TakeDamage(float damage, GameObject damageSource)
{
if (Invincible)
return;
float healthBefore = CurrentHealth;
CurrentHealth -= damage;
CurrentHealth = Mathf.Clamp(CurrentHealth, 0f, MaxHealth);
// call OnDamage action
float trueDamageAmount = healthBefore - CurrentHealth;
if (trueDamageAmount > 0f)
{
OnDamaged?.Invoke(trueDamageAmount, damageSource);
}
HandleDeath();
}
public void Kill()
{
CurrentHealth = 0f;
// call OnDamage action
OnDamaged?.Invoke(MaxHealth, null);
HandleDeath();
}
void HandleDeath()
{
if (m_IsDead)
return;
// call OnDie action
if (CurrentHealth <= 0f)
{
m_IsDead = true;
OnDie?.Invoke();
}
}
}
}
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using System;
using UnityEngine;
namespace Unity.FPS.Game
{
public abstract class Objective : MonoBehaviour
{
[Tooltip("Name of the objective that will be shown on screen")]
public string Title;
[Tooltip("Short text explaining the objective that will be shown on screen")]
public string Description;
[Tooltip("Whether the objective is required to win or not")]
public bool IsOptional;
[Tooltip("Delay before the objective becomes visible")]
public float DelayVisible;
public bool IsCompleted { get; private set; }
public bool IsBlocking() => !(IsOptional || IsCompleted);
public static event Action<Objective> OnObjectiveCreated;
public static event Action<Objective> OnObjectiveCompleted;
protected virtual void Start()
{
OnObjectiveCreated?.Invoke(this);
DisplayMessageEvent displayMessage = Events.DisplayMessageEvent;
displayMessage.Message = Title;
displayMessage.DelayBeforeDisplay = 0.0f;
EventManager.Broadcast(displayMessage);
}
public void UpdateObjective(string descriptionText, string counterText, string notificationText)
{
ObjectiveUpdateEvent evt = Events.ObjectiveUpdateEvent;
evt.Objective = this;
evt.DescriptionText = descriptionText;
evt.CounterText = counterText;
evt.NotificationText = notificationText;
evt.IsComplete = IsCompleted;
EventManager.Broadcast(evt);
}
public void CompleteObjective(string descriptionText, string counterText, string notificationText)
{
IsCompleted = true;
ObjectiveUpdateEvent evt = Events.ObjectiveUpdateEvent;
evt.Objective = this;
evt.DescriptionText = descriptionText;
evt.CounterText = counterText;
evt.NotificationText = notificationText;
evt.IsComplete = IsCompleted;
EventManager.Broadcast(evt);
OnObjectiveCompleted?.Invoke(this);
}
}
}
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using UnityEngine;
using UnityEngine.Events;
namespace Unity.FPS.Game
{
public abstract class ProjectileBase : MonoBehaviour
{
public GameObject Owner { get; private set; }
public Vector3 InitialPosition { get; private set; }
public Vector3 InitialDirection { get; private set; }
public Vector3 InheritedMuzzleVelocity { get; private set; }
public float InitialCharge { get; private set; }
public UnityAction OnShoot;
public void Shoot(WeaponController controller)
{
Owner = controller.Owner;
InitialPosition = transform.position;
InitialDirection = transform.forward;
InheritedMuzzleVelocity = controller.MuzzleWorldVelocity;
InitialCharge = controller.CurrentCharge;
OnShoot?.Invoke();
}
}
}
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using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
namespace Unity.FPS.Game
{
public enum WeaponShootType
{
Manual,
Automatic,
Charge,
}
[System.Serializable]
public struct CrosshairData
{
[Tooltip("The image that will be used for this weapon's crosshair")]
public Sprite CrosshairSprite;
[Tooltip("The size of the crosshair image")]
public int CrosshairSize;
[Tooltip("The color of the crosshair image")]
public Color CrosshairColor;
}
[RequireComponent(typeof(AudioSource))]
public class WeaponController : MonoBehaviour
{
[Header("Information")] [Tooltip("The name that will be displayed in the UI for this weapon")]
public string WeaponName;
[Tooltip("The image that will be displayed in the UI for this weapon")]
public Sprite WeaponIcon;
[Tooltip("Default data for the crosshair")]
public CrosshairData CrosshairDataDefault;
[Tooltip("Data for the crosshair when targeting an enemy")]
public CrosshairData CrosshairDataTargetInSight;
[Header("Internal References")]
[Tooltip("The root object for the weapon, this is what will be deactivated when the weapon isn't active")]
public GameObject WeaponRoot;
[Tooltip("Tip of the weapon, where the projectiles are shot")]
public Transform WeaponMuzzle;
[Header("Shoot Parameters")] [Tooltip("The type of weapon wil affect how it shoots")]
public WeaponShootType ShootType;
[Tooltip("The projectile prefab")] public ProjectileBase ProjectilePrefab;
[Tooltip("Minimum duration between two shots")]
public float DelayBetweenShots = 0.5f;
[Tooltip("Angle for the cone in which the bullets will be shot randomly (0 means no spread at all)")]
public float BulletSpreadAngle = 0f;
[Tooltip("Amount of bullets per shot")]
public int BulletsPerShot = 1;
[Tooltip("Force that will push back the weapon after each shot")] [Range(0f, 2f)]
public float RecoilForce = 1;
[Tooltip("Ratio of the default FOV that this weapon applies while aiming")] [Range(0f, 1f)]
public float AimZoomRatio = 1f;
[Tooltip("Translation to apply to weapon arm when aiming with this weapon")]
public Vector3 AimOffset;
[Header("Ammo Parameters")]
[Tooltip("Should the player manually reload")]
public bool AutomaticReload = true;
[Tooltip("Has physical clip on the weapon and ammo shells are ejected when firing")]
public bool HasPhysicalBullets = false;
[Tooltip("Number of bullets in a clip")]
public int ClipSize = 30;
[Tooltip("Bullet Shell Casing")]
public GameObject ShellCasing;
[Tooltip("Weapon Ejection Port for physical ammo")]
public Transform EjectionPort;
[Tooltip("Force applied on the shell")]
[Range(0.0f, 5.0f)] public float ShellCasingEjectionForce = 2.0f;
[Tooltip("Maximum number of shell that can be spawned before reuse")]
[Range(1, 30)] public int ShellPoolSize = 1;
[Tooltip("Amount of ammo reloaded per second")]
public float AmmoReloadRate = 1f;
[Tooltip("Delay after the last shot before starting to reload")]
public float AmmoReloadDelay = 2f;
[Tooltip("Maximum amount of ammo in the gun")]
public int MaxAmmo = 8;
[Header("Charging parameters (charging weapons only)")]
[Tooltip("Trigger a shot when maximum charge is reached")]
public bool AutomaticReleaseOnCharged;
[Tooltip("Duration to reach maximum charge")]
public float MaxChargeDuration = 2f;
[Tooltip("Initial ammo used when starting to charge")]
public float AmmoUsedOnStartCharge = 1f;
[Tooltip("Additional ammo used when charge reaches its maximum")]
public float AmmoUsageRateWhileCharging = 1f;
[Header("Audio & Visual")]
[Tooltip("Optional weapon animator for OnShoot animations")]
public Animator WeaponAnimator;
[Tooltip("Prefab of the muzzle flash")]
public GameObject MuzzleFlashPrefab;
[Tooltip("Unparent the muzzle flash instance on spawn")]
public bool UnparentMuzzleFlash;
[Tooltip("sound played when shooting")]
public AudioClip ShootSfx;
[Tooltip("Sound played when changing to this weapon")]
public AudioClip ChangeWeaponSfx;
[Tooltip("Continuous Shooting Sound")] public bool UseContinuousShootSound = false;
public AudioClip ContinuousShootStartSfx;
public AudioClip ContinuousShootLoopSfx;
public AudioClip ContinuousShootEndSfx;
AudioSource m_ContinuousShootAudioSource = null;
bool m_WantsToShoot = false;
public UnityAction OnShoot;
public event Action OnShootProcessed;
int m_CarriedPhysicalBullets;
float m_CurrentAmmo;
float m_LastTimeShot = Mathf.NegativeInfinity;
public float LastChargeTriggerTimestamp { get; private set; }
Vector3 m_LastMuzzlePosition;
public GameObject Owner { get; set; }
public GameObject SourcePrefab { get; set; }
public bool IsCharging { get; private set; }
public float CurrentAmmoRatio { get; private set; }
public bool IsWeaponActive { get; private set; }
public bool IsCooling { get; private set; }
public float CurrentCharge { get; private set; }
public Vector3 MuzzleWorldVelocity { get; private set; }
public float GetAmmoNeededToShoot() =>
(ShootType != WeaponShootType.Charge ? 1f : Mathf.Max(1f, AmmoUsedOnStartCharge)) /
(MaxAmmo * BulletsPerShot);
public int GetCarriedPhysicalBullets() => m_CarriedPhysicalBullets;
public int GetCurrentAmmo() => Mathf.FloorToInt(m_CurrentAmmo);
AudioSource m_ShootAudioSource;
public bool IsReloading { get; private set; }
const string k_AnimAttackParameter = "Attack";
private Queue<Rigidbody> m_PhysicalAmmoPool;
void Awake()
{
m_CurrentAmmo = MaxAmmo;
m_CarriedPhysicalBullets = HasPhysicalBullets ? ClipSize : 0;
m_LastMuzzlePosition = WeaponMuzzle.position;
m_ShootAudioSource = GetComponent<AudioSource>();
DebugUtility.HandleErrorIfNullGetComponent<AudioSource, WeaponController>(m_ShootAudioSource, this,
gameObject);
if (UseContinuousShootSound)
{
m_ContinuousShootAudioSource = gameObject.AddComponent<AudioSource>();
m_ContinuousShootAudioSource.playOnAwake = false;
m_ContinuousShootAudioSource.clip = ContinuousShootLoopSfx;
m_ContinuousShootAudioSource.outputAudioMixerGroup =
AudioUtility.GetAudioGroup(AudioUtility.AudioGroups.WeaponShoot);
m_ContinuousShootAudioSource.loop = true;
}
if (HasPhysicalBullets)
{
m_PhysicalAmmoPool = new Queue<Rigidbody>(ShellPoolSize);
for (int i = 0; i < ShellPoolSize; i++)
{
GameObject shell = Instantiate(ShellCasing, transform);
shell.SetActive(false);
m_PhysicalAmmoPool.Enqueue(shell.GetComponent<Rigidbody>());
}
}
}
public void AddCarriablePhysicalBullets(int count) => m_CarriedPhysicalBullets = Mathf.Max(m_CarriedPhysicalBullets + count, MaxAmmo);
void ShootShell()
{
Rigidbody nextShell = m_PhysicalAmmoPool.Dequeue();
nextShell.transform.position = EjectionPort.transform.position;
nextShell.transform.rotation = EjectionPort.transform.rotation;
nextShell.gameObject.SetActive(true);
nextShell.transform.SetParent(null);
nextShell.collisionDetectionMode = CollisionDetectionMode.Continuous;
nextShell.AddForce(nextShell.transform.up * ShellCasingEjectionForce, ForceMode.Impulse);
m_PhysicalAmmoPool.Enqueue(nextShell);
}
void PlaySFX(AudioClip sfx) => AudioUtility.CreateSFX(sfx, transform.position, AudioUtility.AudioGroups.WeaponShoot, 0.0f);
void Reload()
{
if (m_CarriedPhysicalBullets > 0)
{
m_CurrentAmmo = Mathf.Min(m_CarriedPhysicalBullets, ClipSize);
}
IsReloading = false;
}
public void StartReloadAnimation()
{
if (m_CurrentAmmo < m_CarriedPhysicalBullets)
{
GetComponent<Animator>().SetTrigger("Reload");
IsReloading = true;
}
}
void Update()
{
UpdateAmmo();
UpdateCharge();
UpdateContinuousShootSound();
if (Time.deltaTime > 0)
{
MuzzleWorldVelocity = (WeaponMuzzle.position - m_LastMuzzlePosition) / Time.deltaTime;
m_LastMuzzlePosition = WeaponMuzzle.position;
}
}
void UpdateAmmo()
{
if (AutomaticReload && m_LastTimeShot + AmmoReloadDelay < Time.time && m_CurrentAmmo < MaxAmmo && !IsCharging)
{
// reloads weapon over time
m_CurrentAmmo += AmmoReloadRate * Time.deltaTime;
// limits ammo to max value
m_CurrentAmmo = Mathf.Clamp(m_CurrentAmmo, 0, MaxAmmo);
IsCooling = true;
}
else
{
IsCooling = false;
}
if (MaxAmmo == Mathf.Infinity)
{
CurrentAmmoRatio = 1f;
}
else
{
CurrentAmmoRatio = m_CurrentAmmo / MaxAmmo;
}
}
void UpdateCharge()
{
if (IsCharging)
{
if (CurrentCharge < 1f)
{
float chargeLeft = 1f - CurrentCharge;
// Calculate how much charge ratio to add this frame
float chargeAdded = 0f;
if (MaxChargeDuration <= 0f)
{
chargeAdded = chargeLeft;
}
else
{
chargeAdded = (1f / MaxChargeDuration) * Time.deltaTime;
}
chargeAdded = Mathf.Clamp(chargeAdded, 0f, chargeLeft);
// See if we can actually add this charge
float ammoThisChargeWouldRequire = chargeAdded * AmmoUsageRateWhileCharging;
if (ammoThisChargeWouldRequire <= m_CurrentAmmo)
{
// Use ammo based on charge added
UseAmmo(ammoThisChargeWouldRequire);
// set current charge ratio
CurrentCharge = Mathf.Clamp01(CurrentCharge + chargeAdded);
}
}
}
}
void UpdateContinuousShootSound()
{
if (UseContinuousShootSound)
{
if (m_WantsToShoot && m_CurrentAmmo >= 1f)
{
if (!m_ContinuousShootAudioSource.isPlaying)
{
m_ShootAudioSource.PlayOneShot(ShootSfx);
m_ShootAudioSource.PlayOneShot(ContinuousShootStartSfx);
m_ContinuousShootAudioSource.Play();
}
}
else if (m_ContinuousShootAudioSource.isPlaying)
{
m_ShootAudioSource.PlayOneShot(ContinuousShootEndSfx);
m_ContinuousShootAudioSource.Stop();
}
}
}
public void ShowWeapon(bool show)
{
WeaponRoot.SetActive(show);
if (show && ChangeWeaponSfx)
{
// m_ShootAudioSource.PlayOneShot(ChangeWeaponSfx);
}
IsWeaponActive = show;
}
public void UseAmmo(float amount)
{
m_CurrentAmmo = Mathf.Clamp(m_CurrentAmmo - amount, 0f, MaxAmmo);
m_CarriedPhysicalBullets -= Mathf.RoundToInt(amount);
m_CarriedPhysicalBullets = Mathf.Clamp(m_CarriedPhysicalBullets, 0, MaxAmmo);
m_LastTimeShot = Time.time;
}
public bool HandleShootInputs(bool inputDown, bool inputHeld, bool inputUp)
{
m_WantsToShoot = inputDown || inputHeld;
switch (ShootType)
{
case WeaponShootType.Manual:
if (inputDown)
{
return TryShoot();
}
return false;
case WeaponShootType.Automatic:
if (inputHeld)
{
return TryShoot();
}
return false;
case WeaponShootType.Charge:
if (inputHeld)
{
TryBeginCharge();
}
// Check if we released charge or if the weapon shoot autmatically when it's fully charged
if (inputUp || (AutomaticReleaseOnCharged && CurrentCharge >= 1f))
{
return TryReleaseCharge();
}
return false;
default:
return false;
}
}
bool TryShoot()
{
if (m_CurrentAmmo >= 1f
&& m_LastTimeShot + DelayBetweenShots < Time.time)
{
HandleShoot();
m_CurrentAmmo -= 1f;
return true;
}
return false;
}
bool TryBeginCharge()
{
if (!IsCharging
&& m_CurrentAmmo >= AmmoUsedOnStartCharge
&& Mathf.FloorToInt((m_CurrentAmmo - AmmoUsedOnStartCharge) * BulletsPerShot) > 0
&& m_LastTimeShot + DelayBetweenShots < Time.time)
{
UseAmmo(AmmoUsedOnStartCharge);
LastChargeTriggerTimestamp = Time.time;
IsCharging = true;
return true;
}
return false;
}
bool TryReleaseCharge()
{
if (IsCharging)
{
HandleShoot();
CurrentCharge = 0f;
IsCharging = false;
return true;
}
return false;
}
void HandleShoot()
{
int bulletsPerShotFinal = ShootType == WeaponShootType.Charge
? Mathf.CeilToInt(CurrentCharge * BulletsPerShot)
: BulletsPerShot;
// spawn all bullets with random direction
for (int i = 0; i < bulletsPerShotFinal; i++)
{
Vector3 shotDirection = GetShotDirectionWithinSpread(WeaponMuzzle);
ProjectileBase newProjectile = Instantiate(ProjectilePrefab, WeaponMuzzle.position,
Quaternion.LookRotation(shotDirection));
newProjectile.Shoot(this);
}
// muzzle flash
if (MuzzleFlashPrefab != null)
{
GameObject muzzleFlashInstance = Instantiate(MuzzleFlashPrefab, WeaponMuzzle.position,
WeaponMuzzle.rotation, WeaponMuzzle.transform);
// Unparent the muzzleFlashInstance
if (UnparentMuzzleFlash)
{
muzzleFlashInstance.transform.SetParent(null);
}
Destroy(muzzleFlashInstance, 2f);
}
if (HasPhysicalBullets)
{
ShootShell();
m_CarriedPhysicalBullets--;
}
m_LastTimeShot = Time.time;
// play shoot SFX
if (ShootSfx && !UseContinuousShootSound)
{
m_ShootAudioSource.PlayOneShot(ShootSfx);
}
// Trigger attack animation if there is any
if (WeaponAnimator)
{
WeaponAnimator.SetTrigger(k_AnimAttackParameter);
}
OnShoot?.Invoke();
OnShootProcessed?.Invoke();
}
public Vector3 GetShotDirectionWithinSpread(Transform shootTransform)
{
float spreadAngleRatio = BulletSpreadAngle / 180f;
Vector3 spreadWorldDirection = Vector3.Slerp(shootTransform.forward, UnityEngine.Random.insideUnitSphere,
spreadAngleRatio);
return spreadWorldDirection;
}
}
}
@@ -0,0 +1,11 @@
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@@ -0,0 +1,24 @@
using UnityEngine;
namespace Unity.FPS.Game
{
public class TimedSelfDestruct : MonoBehaviour
{
public float LifeTime = 1f;
float m_SpawnTime;
void Awake()
{
m_SpawnTime = Time.time;
}
void Update()
{
if (Time.time > m_SpawnTime + LifeTime)
{
Destroy(gameObject);
}
}
}
}
@@ -0,0 +1,11 @@
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{
"name": "fps.Game",
"references": [
"GUID:1826c0224c0d048b88112c79bbb0cd85"
],
"includePlatforms": [],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": false,
"precompiledReferences": [],
"autoReferenced": true,
"defineConstraints": [],
"versionDefines": [],
"noEngineReferences": false
}
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