Question by
urgrandma · Nov 02, 2020 at 10:04 AM ·
physicsprefabsphysics.raycast
I need to know how to spawn a prefab and then have it propelled forward as if thrown
I'm not sure if it helps, but there is some code that I found in the unity asset store, that throws a grenade, but it also shoots a gun, if I could change it to throw the just the grenade, that would be amazing, thank you, I'm really stuck, im not adept at the coding side of things, and trying to learn as i go, this is my first time asking a question here
using UnityEngine;
using System.Collections;
using UnityEngine.UI;
// ----- Low Poly FPS Pack Free Version -----
public class HandgunScriptLPFP : MonoBehaviour {
//Animator component attached to weapon
Animator anim;
[Header("Gun Camera")]
//Main gun camera
public Camera gunCamera;
[Header("Gun Camera Options")]
//How fast the camera field of view changes when aiming
[Tooltip("How fast the camera field of view changes when aiming.")]
public float fovSpeed = 15.0f;
//Default camera field of view
[Tooltip("Default value for camera field of view (40 is recommended).")]
public float defaultFov = 40.0f;
public float aimFov = 15.0f;
[Header("UI Weapon Name")]
[Tooltip("Name of the current weapon, shown in the game UI.")]
public string weaponName;
private string storedWeaponName;
[Header("Weapon Sway")]
//Enables weapon sway
[Tooltip("Toggle weapon sway.")]
public bool weaponSway;
public float swayAmount = 0.02f;
public float maxSwayAmount = 0.06f;
public float swaySmoothValue = 4.0f;
private Vector3 initialSwayPosition;
[Header("Weapon Settings")]
public float sliderBackTimer = 1.58f;
private bool hasStartedSliderBack;
//Eanbles auto reloading when out of ammo
[Tooltip("Enables auto reloading when out of ammo.")]
public bool autoReload;
//Delay between shooting last bullet and reloading
public float autoReloadDelay;
//Check if reloading
private bool isReloading;
//Holstering weapon
private bool hasBeenHolstered = false;
//If weapon is holstered
private bool holstered;
//Check if running
private bool isRunning;
//Check if aiming
private bool isAiming;
//Check if walking
private bool isWalking;
//Check if inspecting weapon
private bool isInspecting;
//How much ammo is currently left
private int currentAmmo;
//Totalt amount of ammo
[Tooltip("How much ammo the weapon should have.")]
public int ammo;
//Check if out of ammo
private bool outOfAmmo;
[Header("Bullet Settings")]
//Bullet
[Tooltip("How much force is applied to the bullet when shooting.")]
public float bulletForce = 400;
[Tooltip("How long after reloading that the bullet model becomes visible " +
"again, only used for out of ammo reload aniamtions.")]
public float showBulletInMagDelay = 0.6f;
[Tooltip("The bullet model inside the mag, not used for all weapons.")]
public SkinnedMeshRenderer bulletInMagRenderer;
[Header("Grenade Settings")]
public float grenadeSpawnDelay = 0.35f;
[Header("Muzzleflash Settings")]
public bool randomMuzzleflash = false;
//min should always bee 1
private int minRandomValue = 1;
[Range(2, 25)]
public int maxRandomValue = 5;
private int randomMuzzleflashValue;
public bool enableMuzzleflash = true;
public ParticleSystem muzzleParticles;
public bool enableSparks = true;
public ParticleSystem sparkParticles;
public int minSparkEmission = 1;
public int maxSparkEmission = 7;
[Header("Muzzleflash Light Settings")]
public Light muzzleflashLight;
public float lightDuration = 0.02f;
[Header("Audio Source")]
//Main audio source
public AudioSource mainAudioSource;
//Audio source used for shoot sound
public AudioSource shootAudioSource;
[Header("UI Components")]
public Text timescaleText;
public Text currentWeaponText;
public Text currentAmmoText;
public Text totalAmmoText;
[System.Serializable]
public class prefabs
{
[Header("Prefabs")]
public Transform bulletPrefab;
public Transform casingPrefab;
public Transform grenadePrefab;
}
public prefabs Prefabs;
[System.Serializable]
public class spawnpoints
{
[Header("Spawnpoints")]
//Array holding casing spawn points
//Casing spawn point array
public Transform casingSpawnPoint;
//Bullet prefab spawn from this point
public Transform bulletSpawnPoint;
//Grenade prefab spawn from this point
public Transform grenadeSpawnPoint;
}
public spawnpoints Spawnpoints;
[System.Serializable]
public class soundClips
{
public AudioClip shootSound;
public AudioClip takeOutSound;
public AudioClip holsterSound;
public AudioClip reloadSoundOutOfAmmo;
public AudioClip reloadSoundAmmoLeft;
public AudioClip aimSound;
}
public soundClips SoundClips;
private bool soundHasPlayed = false;
private void Awake ()
{
//Set the animator component
anim = GetComponent<Animator>();
//Set current ammo to total ammo value
currentAmmo = ammo;
muzzleflashLight.enabled = false;
}
private void Start () {
//Save the weapon name
storedWeaponName = weaponName;
//Get weapon name from string to text
currentWeaponText.text = weaponName;
//Set total ammo text from total ammo int
totalAmmoText.text = ammo.ToString();
//Weapon sway
initialSwayPosition = transform.localPosition;
//Set the shoot sound to audio source
shootAudioSource.clip = SoundClips.shootSound;
}
private void LateUpdate () {
//Weapon sway
if (weaponSway == true) {
float movementX = -Input.GetAxis ("Mouse X") * swayAmount;
float movementY = -Input.GetAxis ("Mouse Y") * swayAmount;
//Clamp movement to min and max values
movementX = Mathf.Clamp
(movementX, -maxSwayAmount, maxSwayAmount);
movementY = Mathf.Clamp
(movementY, -maxSwayAmount, maxSwayAmount);
//Lerp local pos
Vector3 finalSwayPosition = new Vector3
(movementX, movementY, 0);
transform.localPosition = Vector3.Lerp
(transform.localPosition, finalSwayPosition +
initialSwayPosition, Time.deltaTime * swaySmoothValue);
}
}
private void Update () {
//Aiming
//Toggle camera FOV when right click is held down
if(Input.GetButton("Fire2") && !isReloading && !isRunning && !isInspecting)
{
gunCamera.fieldOfView = Mathf.Lerp (gunCamera.fieldOfView,
aimFov, fovSpeed * Time.deltaTime);
isAiming = true;
anim.SetBool ("Aim", true);
if (!soundHasPlayed)
{
mainAudioSource.clip = SoundClips.aimSound;
mainAudioSource.Play ();
soundHasPlayed = true;
}
}
else
{
//When right click is released
gunCamera.fieldOfView = Mathf.Lerp(gunCamera.fieldOfView,
defaultFov,fovSpeed * Time.deltaTime);
isAiming = false;
anim.SetBool ("Aim", false);
}
//Aiming end
//If randomize muzzleflash is true, genereate random int values
if (randomMuzzleflash == true) {
randomMuzzleflashValue = Random.Range (minRandomValue, maxRandomValue);
}
//Timescale settings
//Change timescale to normal when 1 key is pressed
if (Input.GetKeyDown (KeyCode.Alpha1))
{
Time.timeScale = 1.0f;
timescaleText.text = "1.0";
}
//Change timescale to 50% when 2 key is pressed
if (Input.GetKeyDown (KeyCode.Alpha2))
{
Time.timeScale = 0.5f;
timescaleText.text = "0.5";
}
//Change timescale to 25% when 3 key is pressed
if (Input.GetKeyDown (KeyCode.Alpha3))
{
Time.timeScale = 0.25f;
timescaleText.text = "0.25";
}
//Change timescale to 10% when 4 key is pressed
if (Input.GetKeyDown (KeyCode.Alpha4))
{
Time.timeScale = 0.1f;
timescaleText.text = "0.1";
}
//Pause game when 5 key is pressed
if (Input.GetKeyDown (KeyCode.Alpha5))
{
Time.timeScale = 0.0f;
timescaleText.text = "0.0";
}
//Set current ammo text from ammo int
currentAmmoText.text = currentAmmo.ToString ();
//Continosuly check which animation
//is currently playing
AnimationCheck ();
//Play knife attack 1 animation when Q key is pressed
if (Input.GetKeyDown (KeyCode.Q) && !isInspecting)
{
anim.Play ("Knife Attack 1", 0, 0f);
}
//Play knife attack 2 animation when F key is pressed
if (Input.GetKeyDown (KeyCode.F) && !isInspecting)
{
anim.Play ("Knife Attack 2", 0, 0f);
}
//Throw grenade when pressing G key
if (Input.GetKeyDown (KeyCode.G) && !isInspecting)
{
StartCoroutine (GrenadeSpawnDelay ());
//Play grenade throw animation
anim.Play("GrenadeThrow", 0, 0.0f);
}
//If out of ammo
if (currentAmmo == 0)
{
//Show out of ammo text
currentWeaponText.text = "OUT OF AMMO";
//Toggle bool
outOfAmmo = true;
//Auto reload if true
if (autoReload == true && !isReloading)
{
StartCoroutine (AutoReload ());
}
//Set slider back
anim.SetBool ("Out Of Ammo Slider", true);
//Increase layer weight for blending to slider back pose
anim.SetLayerWeight (1, 1.0f);
}
else
{
//When ammo is full, show weapon name again
currentWeaponText.text = storedWeaponName.ToString ();
//Toggle bool
outOfAmmo = false;
//anim.SetBool ("Out Of Ammo", false);
anim.SetLayerWeight (1, 0.0f);
}
//Shooting
if (Input.GetMouseButtonDown (0) && !outOfAmmo && !isReloading && !isInspecting && !isRunning)
{
anim.Play ("Fire", 0, 0f);
muzzleParticles.Emit (1);
//Remove 1 bullet from ammo
currentAmmo -= 1;
shootAudioSource.clip = SoundClips.shootSound;
shootAudioSource.Play ();
//Light flash start
StartCoroutine(MuzzleFlashLight());
if (!isAiming) //if not aiming
{
anim.Play ("Fire", 0, 0f);
muzzleParticles.Emit (1);
if (enableSparks == true)
{
//Emit random amount of spark particles
sparkParticles.Emit (Random.Range (1, 6));
}
}
else //if aiming
{
anim.Play ("Aim Fire", 0, 0f);
//If random muzzle is false
if (!randomMuzzleflash) {
muzzleParticles.Emit (1);
//If random muzzle is true
}
else if (randomMuzzleflash == true)
{
//Only emit if random value is 1
if (randomMuzzleflashValue == 1)
{
if (enableSparks == true)
{
//Emit random amount of spark particles
sparkParticles.Emit (Random.Range (1, 6));
}
if (enableMuzzleflash == true)
{
muzzleParticles.Emit (1);
//Light flash start
StartCoroutine (MuzzleFlashLight ());
}
}
}
}
//Spawn bullet at bullet spawnpoint
var bullet = (Transform)Instantiate (
Prefabs.bulletPrefab,
Spawnpoints.bulletSpawnPoint.transform.position,
Spawnpoints.bulletSpawnPoint.transform.rotation);
//Add velocity to the bullet
bullet.GetComponent<Rigidbody>().velocity =
bullet.transform.forward * bulletForce;
//Spawn casing prefab at spawnpoint
Instantiate (Prefabs.casingPrefab,
Spawnpoints.casingSpawnPoint.transform.position,
Spawnpoints.casingSpawnPoint.transform.rotation);
}
//Inspect weapon when pressing T key
if (Input.GetKeyDown (KeyCode.T))
{
anim.SetTrigger ("Inspect");
}
//Toggle weapon holster when pressing E key
if (Input.GetKeyDown (KeyCode.E) && !hasBeenHolstered)
{
holstered = true;
mainAudioSource.clip = SoundClips.holsterSound;
mainAudioSource.Play();
hasBeenHolstered = true;
}
else if (Input.GetKeyDown (KeyCode.E) && hasBeenHolstered)
{
holstered = false;
mainAudioSource.clip = SoundClips.takeOutSound;
mainAudioSource.Play ();
hasBeenHolstered = false;
}
//Holster anim toggle
if (holstered == true)
{
anim.SetBool ("Holster", true);
}
else
{
anim.SetBool ("Holster", false);
}
//Reload
if (Input.GetKeyDown (KeyCode.R) && !isReloading && !isInspecting)
{
//Reload
Reload ();
if (!hasStartedSliderBack)
{
hasStartedSliderBack = true;
StartCoroutine (HandgunSliderBackDelay());
}
}
//Walking when pressing down WASD keys
if (Input.GetKey (KeyCode.W) && !isRunning ||
Input.GetKey (KeyCode.A) && !isRunning ||
Input.GetKey (KeyCode.S) && !isRunning ||
Input.GetKey (KeyCode.D) && !isRunning)
{
anim.SetBool ("Walk", true);
} else {
anim.SetBool ("Walk", false);
}
//Running when pressing down W and Left Shift key
if ((Input.GetKey (KeyCode.W) && Input.GetKey (KeyCode.LeftShift)))
{
isRunning = true;
} else {
isRunning = false;
}
//Run anim toggle
if (isRunning == true) {
anim.SetBool ("Run", true);
} else {
anim.SetBool ("Run", false);
}
}
private IEnumerator HandgunSliderBackDelay () {
//Wait set amount of time
yield return new WaitForSeconds (sliderBackTimer);
//Set slider back
anim.SetBool ("Out Of Ammo Slider", false);
//Increase layer weight for blending to slider back pose
anim.SetLayerWeight (1, 0.0f);
hasStartedSliderBack = false;
}
private IEnumerator GrenadeSpawnDelay () {
//Wait for set amount of time before spawning grenade
yield return new WaitForSeconds (grenadeSpawnDelay);
//Spawn grenade prefab at spawnpoint
Instantiate(Prefabs.grenadePrefab,
Spawnpoints.grenadeSpawnPoint.transform.position,
Spawnpoints.grenadeSpawnPoint.transform.rotation);
}
private IEnumerator AutoReload () {
if (!hasStartedSliderBack)
{
hasStartedSliderBack = true;
StartCoroutine (HandgunSliderBackDelay());
}
//Wait for set amount of time
yield return new WaitForSeconds (autoReloadDelay);
if (outOfAmmo == true) {
//Play diff anim if out of ammo
anim.Play ("Reload Out Of Ammo", 0, 0f);
mainAudioSource.clip = SoundClips.reloadSoundOutOfAmmo;
mainAudioSource.Play ();
//If out of ammo, hide the bullet renderer in the mag
//Do not show if bullet renderer is not assigned in inspector
if (bulletInMagRenderer != null)
{
bulletInMagRenderer.GetComponent
<SkinnedMeshRenderer> ().enabled = false;
//Start show bullet delay
StartCoroutine (ShowBulletInMag ());
}
}
//Restore ammo when reloading
currentAmmo = ammo;
outOfAmmo = false;
}
//Reload
private void Reload () {
if (outOfAmmo == true)
{
//Play diff anim if out of ammo
anim.Play ("Reload Out Of Ammo", 0, 0f);
mainAudioSource.clip = SoundClips.reloadSoundOutOfAmmo;
mainAudioSource.Play ();
//If out of ammo, hide the bullet renderer in the mag
//Do not show if bullet renderer is not assigned in inspector
if (bulletInMagRenderer != null)
{
bulletInMagRenderer.GetComponent
<SkinnedMeshRenderer> ().enabled = false;
//Start show bullet delay
StartCoroutine (ShowBulletInMag ());
}
}
else
{
//Play diff anim if ammo left
anim.Play ("Reload Ammo Left", 0, 0f);
mainAudioSource.clip = SoundClips.reloadSoundAmmoLeft;
mainAudioSource.Play ();
//If reloading when ammo left, show bullet in mag
//Do not show if bullet renderer is not assigned in inspector
if (bulletInMagRenderer != null)
{
bulletInMagRenderer.GetComponent
<SkinnedMeshRenderer> ().enabled = true;
}
}
//Restore ammo when reloading
currentAmmo = ammo;
outOfAmmo = false;
}
//Enable bullet in mag renderer after set amount of time
private IEnumerator ShowBulletInMag () {
//Wait set amount of time before showing bullet in mag
yield return new WaitForSeconds (showBulletInMagDelay);
bulletInMagRenderer.GetComponent<SkinnedMeshRenderer> ().enabled = true;
}
//Show light when shooting, then disable after set amount of time
private IEnumerator MuzzleFlashLight ()
{
muzzleflashLight.enabled = true;
yield return new WaitForSeconds (lightDuration);
muzzleflashLight.enabled = false;
}
//Check current animation playing
private void AnimationCheck ()
{
//Check if reloading
//Check both animations
if (anim.GetCurrentAnimatorStateInfo (0).IsName ("Reload Out Of Ammo") ||
anim.GetCurrentAnimatorStateInfo (0).IsName ("Reload Ammo Left"))
{
isReloading = true;
}
else
{
isReloading = false;
}
//Check if inspecting weapon
if (anim.GetCurrentAnimatorStateInfo (0).IsName ("Inspect"))
{
isInspecting = true;
}
else
{
isInspecting = false;
}
}
}
// ----- Low Poly FPS Pack Free Version -----
Comment