Hey, Unity!
I’m having some trouble. I’m trying to implement animations into the machineGun script from the FPS Tutorial.
I’ve made two action animations: one named “machineGun_fire,” and the other named “machineGun_reload.”
I want to have the code make the gun play the fire animation when the Fire function is active, but if there aren’t any bullets left play the reload animation then reload.
It’ll play the fire animation when the user fires but it won’t play the reload animation.
Here’s my adapted code:
var range = 100.0;
var fireRate = 0.05;
var force = 10.0;
var damage = 5.0;
var bulletsPerClip = 5;
var clips = 20;
private var hitParticles : ParticleEmitter;
var muzzleFlash : Renderer;
private var bulletsLeft : int = 0;
private var nextFireTime = 0.0;
private var m_LastFrameShot = -1;
function Start () {
// Make sure our action animations don't loop
animation["machineGun_fire"].wrapMode = WrapMode.Once;
animation["machineGun_reload"].wrapMode = WrapMode.Once;
// Place our action animations in the same layer
animation["machineGun_fire"].layer = -1;
animation["machineGun_reload"].layer = -1;
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.AngleAxis(Random.value * 360, Vector3.forward);
muzzleFlash.enabled = true;
if (audio) {
if (!audio.isPlaying)
audio.Play();
audio.loop = true;
}
} else {
// We didn't, disable the muzzle flash
muzzleFlash.enabled = false;
enabled = false;
// Play sound
if (audio)
{
audio.loop = false;
}
}
}
}
function Fire () {
animation.Play("machineGun_fire", PlayMode.StopAll);
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) {
animation.Play("machineGun_reload", PlayMode.StopAll);
Reload();
}
}
function Reload () {
// We have a clip left reload
if (clips > 0) {
clips--;
bulletsLeft = bulletsPerClip;
}
}
function GetBulletsLeft () {
return bulletsLeft;
}
Does anyone know how to do this in the machineGun Script?