I have this script adapted from the FPS tutorial and I can't seem to figure out how to get it to emit different particles for bullet impacts on different surfaces. I know this is a common question but the answere seems to be far less so ;)
I have (and I hope I'm doing right) two different particle emmiters attached to my Machine gun game object so I don't know how the script is supposed to know the difference between them and how to call them into play when needed. here is my script:
var range = 100.0;
var fireRate = 0.05;
var force = 10.0;
var damage = 5.0;
var bulletsPerClip = 40;
var clips = 20;
var reloadTime = 0.5;
private var hitParticles : ParticleEmitter;
var muzzleFlash : Renderer;
private var bulletsLeft : int = 0;
private var nextFireTime = 0.0;
private var m_LastFrameShot = -1;
function Start ()
{
hitParticles = GetComponentInChildren(ParticleEmitter);
// We don't want to emit particles all the time, only when we hit something.
if (hitParticles)
hitParticles.emit = false;
bulletsLeft = bulletsPerClip;
}
function LateUpdate()
{
if (muzzleFlash)
{
// We shot this frame, enable the muzzle flash
if (m_LastFrameShot == Time.frameCount)
{
muzzleFlash.transform.localRotation = Quaternion.AxisAngle
(Vector3.forward, Random.value);
muzzleFlash.enabled = true;
if (audio)
{
if (!audio.isPlaying)
audio.Play();
audio.loop = true;
}
}
// We didn't, disable the muzzle flash
else
{
muzzleFlash.enabled = false;
enabled = false;
// Play sound
if (audio)
{
audio.loop = false;
}
}
}
}
function Fire ()
{
if (bulletsLeft == 0)
return;
// If there is more than one bullet between the last and this frame
// Reset the nextFireTime
if (Time.time - fireRate > nextFireTime)
nextFireTime = Time.time - Time.deltaTime;
// Keep firing until we used up the fire time
while( nextFireTime < Time.time && bulletsLeft != 0)
{
FireOneShot();
nextFireTime += fireRate;
}
}
function FireOneShot ()
{
var direction = transform.TransformDirection(Vector3.forward);
var hit : RaycastHit;
// Did we hit anything?
if (Physics.Raycast (transform.position, direction, hit, range))
{
// Apply a force to the rigidbody we hit
if (hit.rigidbody)
hit.rigidbody.AddForceAtPosition(force * direction, hit.point);
// Place the particle system for spawing out of place where we hit the
// surface!
// And spawn a couple of particles
if (hitParticles)
{
hitParticles.transform.position = hit.point;
hitParticles.transform.rotation =
Quaternion.FromToRotation (Vector3.up,
hit.normal);
hitParticles.Emit();
}
// Send a damage message to the hit object
hit.collider.SendMessageUpwards("ApplyDamage", damage,
SendMessageOptions.DontRequireReceiver);
}
bulletsLeft--;
// Register that we shot this frame,
//so that the LateUpdate function enabled the muzzleflash renderer for one
//frame
m_LastFrameShot = Time.frameCount;
enabled = true;
// Reload gun in reload Time
if (bulletsLeft == 0)
StartCoroutine("Reload");
}
function Reload () {
// Wait for reload time first - then add more bullets!
yield WaitForSeconds(reloadTime);
// We have a clip left reload
if (clips > 0)
{
clips--;
bulletsLeft = bulletsPerClip;
}
}
function GetBulletsLeft () {
return bulletsLeft;
}
////////////////////////////////////////////////
EDIT: I've updated my code following Dave's post to this:
var range = 100.0;
var fireRate = 0.05;
var force = 10.0;
var damage = 5.0;
var bulletsPerClip = 40;
var clips = 20;
var reloadTime = 0.5;
private var hitParticles : ParticleEmitter[];
var muzzleFlash : Renderer;
private var bulletsLeft : int = 0;
private var nextFireTime = 0.0;
private var m_LastFrameShot = -1;
function Start ()
{
hitParticles = GetComponentsInChildren(ParticleEmitter);
// We don't want to emit particles all the time, only when we hit something.
if (hitParticles)
hitParticles[0].emit = false;
bulletsLeft = bulletsPerClip;
}
function LateUpdate()
{
if (muzzleFlash)
{
// We shot this frame, enable the muzzle flash
if (m_LastFrameShot == Time.frameCount)
{
muzzleFlash.transform.localRotation = Quaternion.AxisAngle
(Vector3.forward, Random.value);
muzzleFlash.enabled = true;
if (audio)
{
if (!audio.isPlaying)
audio.Play();
audio.loop = true;
}
}
// We didn't, disable the muzzle flash
else
{
muzzleFlash.enabled = false;
enabled = false;
// Play sound
if (audio)
{
audio.loop = false;
}
}
}
}
function Fire ()
{
if (bulletsLeft == 0)
return;
// If there is more than one bullet between the last and this frame
// Reset the nextFireTime
if (Time.time - fireRate > nextFireTime)
nextFireTime = Time.time - Time.deltaTime;
// Keep firing until we used up the fire time
while( nextFireTime < Time.time && bulletsLeft != 0)
{
FireOneShot();
nextFireTime += fireRate;
}
}
function FireOneShot ()
{
var direction = transform.TransformDirection(Vector3.forward);
var hit : RaycastHit;
// Did we hit anything?
if (Physics.Raycast (transform.position, direction, hit, range))
{
// Apply a force to the rigidbody we hit
if (hit.rigidbody)
hit.rigidbody.AddForceAtPosition(force * direction, hit.point);
// Place the particle system for spawing out of place where we hit the
// surface!
// And spawn a couple of particles
if (hitParticles)
{
hitParticles.transform.position = hit.point;
hitParticles.transform.rotation =
Quaternion.FromToRotation (Vector3.up,
hit.normal);
hitParticles.Emit();
}
// Send a damage message to the hit object
hit.collider.SendMessageUpwards("ApplyDamage", damage,
SendMessageOptions.DontRequireReceiver);
}
bulletsLeft--;
// Register that we shot this frame,
//so that the LateUpdate function enabled the muzzleflash renderer for one
//frame
m_LastFrameShot = Time.frameCount;
enabled = true;
// Reload gun in reload Time
if (bulletsLeft == 0)
StartCoroutine("Reload");
}
function Reload () {
// Wait for reload time first - then add more bullets!
yield WaitForSeconds(reloadTime);
// We have a clip left reload
if (clips > 0)
{
clips--;
bulletsLeft = bulletsPerClip;
}
}
function GetBulletsLeft () {
return bulletsLeft;
}
////////////////////////////////////////////////
I get an error message that reads: Assets/WeaponScripts/MachineGun.js(21,46): BCE0019: 'emit' is not a member of 'UnityEngine.ParticleEmitter[]'.
So I'm clearly still missing something???