سڵاو به ڕێزان لهم با به ته دا با س له ڕێخستنی كۆ مه ڵێك فرمان ئهكه ین بۆ سیلاح
واتهدهركهوتنی شوێنی گولهكهت له سهر نیشانه كهت وهك ئهم وێنهی BulletHole ١- دا نانی
خوارهوه
ئهوهش ڕێخستینی ئاگره كا تێك فیشهك بته قێنیت ئاگره له لولهی Muzzle Flash -2
سیلا حه كهوه دهرئه جێت وهك ئهم وێنه ی خوارهوه
- 3
(Reload Sound)دانانی دهنگ بۆ ڕێلۆد واتهله دوای ته قاندنی 30 فیشهك دهنگی مهغزهن گۆڕێن بۆ دائهنێین
با زۆر سهر تان نه یه شێنم زۆری تریشه ئهمه ڤیدۆ كهم
پێویستیهكان Download
Shoot Script
کۆدی PHP::
#pragma strict
var weaponModel : GameObject;
var shootFrom : Transform;
var playerModel : Transform;
var bulletHole : GameObject;
var muzzleFlash : ParticleEmitter;
var lightOne : GameObject;
var lightTwo : GameObject;
var lightThree : GameObject;
var maxRandomness : float = 1.0f;
var minRandomness : float = 0.0f;
var shootPosition : Vector3;
var shootTimer : float = 0.0f;
var shootCooler : float = 0.0f;
var muzzleTimer : float = 0.0f;
var muzzleCooler : float = 0.1f;
var bulletForce : int = 0;
var bulletDamage : int = 0;
var distanceFired : int = 0;
var timeToReload : float = 0.0f;
var currentAmmo : int = 0;
var currentClip : int = 6;
var ammoPerClip : int = 30;
var isReloaded : boolean = false;
var canShoot : boolean = true;
var reloadSound : AudioClip;
var shootSound : AudioClip;
function Start () {
currentAmmo = ammoPerClip;
Screen.showCursor = false;
muzzleFlash.emit = false;
}
function Update () {
if(Input.GetMouseButton(0)){
if(currentAmmo < 1 && isReloaded == false){
Reload();
}
if(currentAmmo > 0 && shootTimer < 0 && canShoot == true){
Fire();
}
}
if(muzzleTimer > 0 && muzzleFlash){
//muzzleFlash.emit = false;
//lightOne.light.enabled = false;
//lightTwo.light.enabled = false;
//lightThree.light.enabled = false;
}
if(muzzleTimer > 0 && Input.GetMouseButtonDown){
lightOne.light.enabled = !lightOne.light.enabled;
lightTwo.light.enabled = !lightTwo.light.enabled;
lightThree.light.enabled = !lightThree.light.enabled;
muzzleFlash.emit = false;
}
shootTimer -= Time.deltaTime;
muzzleTimer -= Time.deltaTime;
}
function Fire () {
if(currentAmmo > 0){
if(!Input.GetMouseButtonDown(1)){
shootPosition = Vector3(Random.Range(minRandomness, maxRandomness), Random.Range(minRandomness, maxRandomness), Random.Range(minRandomness, maxRandomness));
}
else
{
shootPosition = Vector3(0, 0, 0);
}
if(muzzleTimer < 0 && muzzleFlash){
muzzleFlash.Emit();
}
var hit : RaycastHit;
var direction : Vector3 = transform.TransformDirection(Vector3.forward);
Debug.DrawRay(shootFrom.position + shootPosition, direction * distanceFired, Color.cyan);
if(Physics.Raycast(shootFrom.position + shootPosition, direction, hit, distanceFired)){
var hitRotation = Quaternion.FromToRotation(Vector3.up, hit.normal);
if(hit.transform.tag == "Prop"){
Instantiate(bulletHole, hit.point, hitRotation);
}
if(hit.rigidbody){
if(hit.transform.tag == "Enemy"){
print("BulletHitEnemy");
}
hit.rigidbody.AddForceAtPosition(direction * bulletForce, hit.point);
}
}
currentAmmo --;
shootTimer = shootCooler;
muzzleTimer = muzzleCooler;
if(shootSound){
audio.PlayOneShot(shootSound);
}
}
}
function Reload () {
isReloaded = true;
if(reloadSound){
audio.PlayOneShot(reloadSound);
}
yield WaitForSeconds(timeToReload);
if(currentClip > 0){
currentAmmo = ammoPerClip;
currentClip -= 1;
}
isReloaded = false;
}
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