separated logic for weapon code refactored
This commit is contained in:
@@ -1,8 +1,4 @@
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<!-- UNITY CODE ASSIST INSTRUCTIONS START -->
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- Project name: MobileShooter
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- Unity version: Unity 6000.3.0f1
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- Active game object:
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- Name: Third Person ADS Camera
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- Tag: Untagged
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- Layer: Default
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<!-- UNITY CODE ASSIST INSTRUCTIONS END -->
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@@ -16,6 +16,7 @@ namespace Darkmatter.App
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[SerializeField] private PlayerConfigSO playerConfig;
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[SerializeField] private CameraConfigSO cameraConfig;
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[SerializeField] private GunWeapon gunWeapon;
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[SerializeField] private TargetProvider TargetProvider;
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protected override void Configure(IContainerBuilder builder)
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{
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builder.RegisterEntryPoint<PlayerController>(Lifetime.Scoped);
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@@ -24,7 +25,7 @@ namespace Darkmatter.App
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builder.RegisterComponent<IPlayerAnim>(playerAnim);
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builder.RegisterComponent<IInputReader>(inputReader);
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builder.RegisterComponent<IPlayerPawn>(playerMotor);
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builder.RegisterComponent<ITargetProvider>(TargetProvider);
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builder.RegisterComponent(playerConfig);
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builder.RegisterComponent(cameraConfig);
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builder.RegisterComponent<IWeapon>(gunWeapon);
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@@ -1,9 +0,0 @@
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using UnityEngine;
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namespace Darkmatter.Core
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{
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public interface IAimProvider
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{
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public Vector3 AimDir { get; set; }
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}
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}
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@@ -4,7 +4,6 @@ namespace Darkmatter.Core
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{
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public interface IPlayerPawn
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{
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Camera mainCamera { get; }
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bool isGrounded { get; }
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void Jump(float jumpForce);
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@@ -0,0 +1,9 @@
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using UnityEngine;
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namespace Darkmatter.Core
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{
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public interface ITargetProvider
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{
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public RaycastHit hitPoint { get; }
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}
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}
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@@ -4,6 +4,6 @@ namespace Darkmatter.Core
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{
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public interface ICameraService
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{
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Camera mainCamera { get; }
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}
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}
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@@ -1,4 +1,5 @@
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using Darkmatter.Core;
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using System;
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using UnityEngine;
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namespace Darkmatter.Domain
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@@ -17,9 +18,15 @@ namespace Darkmatter.Domain
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public override void Update()
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{
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HandlePlayerMovement();
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HandleShoooting();
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CheckForStateBreak();
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}
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private void HandleShoooting()
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{
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runner.Shoot(inputReader.isShooting);
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}
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public override void LateUpdate()
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{
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HandlePlayerRotation();
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@@ -44,7 +51,7 @@ namespace Darkmatter.Domain
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private void CheckForStateBreak()
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{
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if (runner.playerController.isGrounded)
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if (runner.playerPawn.isGrounded)
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{
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runner.ChangeState(new LocomotionState(runner));
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}
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@@ -19,10 +19,16 @@ namespace Darkmatter.Domain
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public override void Update()
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{
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HandlePlayerMovement();
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HandleShooting();
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CheckForStateBreak();
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}
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private void HandleShooting()
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{
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runner.Shoot(inputReader.isShooting);
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}
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public override void LateUpdate()
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{
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HandlePlayerRotation();
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@@ -39,7 +45,7 @@ namespace Darkmatter.Domain
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private void CheckForStateBreak()
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{
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if (!runner.playerController.isGrounded)
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if (!runner.playerPawn.isGrounded)
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{
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runner.ChangeState(new AirboneState(runner));
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}
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@@ -57,7 +63,7 @@ namespace Darkmatter.Domain
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private void HandlePlayerJump()
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{
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runner.playerController.Jump(playerConfig.jumpForce);
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runner.playerPawn.Jump(playerConfig.jumpForce);
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playerAnim.PlayJumpAnim();
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}
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@@ -6,9 +6,12 @@ namespace Darkmatter.Domain
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{
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public class PlayerStateMachine : StateMachine
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{
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[Inject] public readonly IPlayerPawn playerController;
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[Inject] public readonly IPlayerPawn playerPawn;
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[Inject] public readonly IInputReader inputReader;
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[Inject] public readonly IPlayerAnim playerAnim;
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[Inject] public readonly ITargetProvider targetProvider;
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[Inject] public readonly ICameraService cameraService;
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[Inject] public readonly IWeapon GunWeapon;
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[Inject] public readonly PlayerConfigSO playerConfig;
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[Inject] public readonly CameraConfigSO cameraConfig;
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@@ -19,8 +22,8 @@ namespace Darkmatter.Domain
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public void Move(Vector2 moveInputDir, float moveSpeed)
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{
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//player movement with reference to camera
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Vector3 cameraForward = playerController.mainCamera.transform.forward;
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Vector3 cameraRight = playerController.mainCamera.transform.right;
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Vector3 cameraForward =cameraService.mainCamera.transform.forward;
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Vector3 cameraRight = cameraService.mainCamera.transform.right;
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cameraForward.y = 0f;
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cameraRight.y = 0f;
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@@ -30,7 +33,7 @@ namespace Darkmatter.Domain
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moveDir = cameraRight * moveInputDir.x + cameraForward * moveInputDir.y;
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playerController.Move(moveDir * moveSpeed);
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playerPawn.Move(moveDir * moveSpeed);
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playerAnim.PlayMovementAnim(moveInputDir);
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}
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@@ -43,7 +46,17 @@ namespace Darkmatter.Domain
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pitch -= lookInput.y * cameraConfig.lookSensitivity * Time.deltaTime;
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}
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pitch = Mathf.Clamp(pitch, cameraConfig.bottomClampAngle, cameraConfig.topClampAngle);
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playerController.SetCameraRotation(pitch, Yaw);
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playerPawn.SetCameraRotation(pitch, Yaw);
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}
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public void Shoot(bool isShooting)
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{
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if (!isShooting) return;
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if(GunWeapon.canAttack)
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{
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GunWeapon.Attack();
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}
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}
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@@ -8,11 +8,13 @@ namespace Darkmatter.Presentation
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{
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public class CameraService : MonoBehaviour, ICameraService
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{
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public Camera mainCamera { get; private set; }
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public CinemachineThirdPersonFollow AdsCamera;
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[Inject] private IInputReader inputReader;
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public bool isAiming = false;
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private void Start()
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{
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mainCamera = Camera.main;
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inputReader.OnAdsCameraSwitch += SwitchADSCamera;
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AdsCamera.gameObject.SetActive(false);
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}
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@@ -1,30 +0,0 @@
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using System;
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using UnityEngine;
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namespace Darkmatter.Presentation
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{
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public class Gun : MonoBehaviour
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{
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public LineRenderer lineRenderer;
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public float LifeTime = 0.05f;
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public void Init(Vector3 start, Vector3 end)
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{
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lineRenderer.enabled = true;
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lineRenderer.SetPosition(0, start);
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lineRenderer.SetPosition(1, end);
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Invoke("DisableBullet", LifeTime);
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}
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void DisableBullet()
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{
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lineRenderer.enabled = false;
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}
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public void Shoot()
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{
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Debug.Log("Shooting");
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}
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}
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}
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@@ -1,2 +0,0 @@
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fileFormatVersion: 2
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guid: c3f99ff473a5f474099e6dd5f8dcde78
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@@ -8,11 +8,11 @@ using VContainer;
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namespace Darkmatter.Presentation
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{
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public class PlayerMotor : MonoBehaviour, IPlayerPawn, IAimProvider
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public class PlayerMotor : MonoBehaviour, IPlayerPawn
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{
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public TwoBoneIKConstraint IKConstraint;
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[Header("LookSetting")]
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public Camera mainCamera { get; private set; }
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public Transform cinemachineFollowTarget;
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[Header("MoveSetting")]
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@@ -22,8 +22,6 @@ namespace Darkmatter.Presentation
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private float verticalVelocity;
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public bool isGrounded => IsOnGround();
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public Vector3 AimDir { get; set; }
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[Header("GroundCheckSensorSetting")]
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public float groundOffset;
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public float groundCheckRadius;
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@@ -31,115 +29,13 @@ namespace Darkmatter.Presentation
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[Header("TurnSetting")]
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public float turnSpeed = 5f;
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public float smoothing = 10f;
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[Header("AnimationSetting")]
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public Animator animator;
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[Header("AimSetting")]
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public Transform aim;
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Vector3 mouseWorldPos = Vector3.zero;
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public Transform muzzlePos;
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public float fireRate = 0.1f;
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float nextFiretime=0;
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public ParticleSystem muzzleFlashParticle;
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public ParticleSystem bulletHitParticle;
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public GameObject BulletHole;
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[Inject] private IInputReader inputReader;
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[Inject] private PlayerConfigSO playerConfig;
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[Inject] private IWeapon gunWeapon;
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private void Start()
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{
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Cursor.lockState = CursorLockMode.Locked;
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if(animator==null) animator = GetComponent<Animator>();
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mainCamera = Camera.main;
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}
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private void Update()
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{
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HandleAim();
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HandleShooting();
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}
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private void LateUpdate()
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{
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}
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public int bulletAmount = 40;
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private void HandleShooting()
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{
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//float shootingWeight = animator.GetLayerWeight(1);
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//float targetWeight = inputReader.isShooting ? 1 : 0;
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//float setshootingWeight = Mathf.Lerp(shootingWeight, targetWeight, Time.deltaTime * 5);
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//animator.SetLayerWeight(1, setshootingWeight);
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//animator.SetBool("IsShooting", inputReader.isShooting);
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if (!inputReader.isShooting) return;
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//if(Time.time>=nextFiretime && bulletAmount > 0)
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//{
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// bulletAmount--;
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// nextFiretime = Time.time + fireRate;
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// Vector2 screenPoint = new Vector2(Screen.width / 2, Screen.height / 2);
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// Ray ray = mainCamera.ScreenPointToRay(screenPoint);
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// RaycastHit hit;
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// Physics.Raycast(ray, out hit, 100f);
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// if(hit.collider.GetComponent<IDamageable>() != null)
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// {
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// hit.collider.GetComponent<IDamageable>().TakeDamage(10f);
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// }
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// Vector3 spawnPos = hit.point + hit.normal * 0.01f;
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// GameObject bulletHit = Instantiate(BulletHole, spawnPos, Quaternion.LookRotation(hit.normal));
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// bulletHitParticle.transform.position = spawnPos;
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// bulletHitParticle.transform.rotation = Quaternion.LookRotation(hit.normal);
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// bulletHitParticle.Play(true);
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// Destroy(bulletHit,5f);
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// muzzleFlashParticle.Play(true);
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// if(bulletAmount==0)
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// {
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// StartCoroutine(Reload());
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// }
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//}
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gunWeapon.Attack();
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}
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IEnumerator Reload()
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{
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IKConstraint.weight = 0f;
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animator.SetLayerWeight(1, 1);
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animator.SetTrigger("Reload");
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yield return new WaitForSeconds(3f);
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bulletAmount =40;
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animator.SetLayerWeight(1, 0);
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IKConstraint.weight = 1;
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}
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private void HandleAim()
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{
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Vector2 screenPoint = new Vector2(Screen.width/2, Screen.height/2);
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Ray ray = mainCamera.ScreenPointToRay(screenPoint);
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if(Physics.Raycast(ray,out RaycastHit hitPoint, 100f,groundLayer))
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{
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mouseWorldPos= hitPoint.point;
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//aim.position = mouseWorldPos;
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aim.position = Vector3.Lerp(aim.position, hitPoint.point, Time.deltaTime * smoothing);
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}
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Vector3 aimDir = (mouseWorldPos - transform.position).normalized;
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AimDir = aimDir;
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aimDir.y = 0; //
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Quaternion targetRot = Quaternion.LookRotation(aimDir);
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transform.rotation = Quaternion.Slerp(transform.rotation, targetRot, Time.deltaTime * turnSpeed);
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}
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}
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//state based functions
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public void Move(Vector3 motion)
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@@ -153,8 +49,7 @@ namespace Darkmatter.Presentation
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public void SetCameraRotation(float pitch, float yaw)
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{
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cinemachineFollowTarget.rotation = Quaternion.Euler(pitch, yaw, 0);
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//transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.Euler(0,yaw,0), Time.deltaTime*turnSpeed);
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transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.Euler(0,yaw,0), Time.deltaTime*turnSpeed); //rotate player towards the camera forward axis
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}
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public void Jump(float jumpForce)
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41
Assets/Darkmatter/Code/Presentation/Player/TargetProvider.cs
Normal file
41
Assets/Darkmatter/Code/Presentation/Player/TargetProvider.cs
Normal file
@@ -0,0 +1,41 @@
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using Darkmatter.Core;
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using UnityEngine;
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namespace Darkmatter.Presentation
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{
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public class TargetProvider : MonoBehaviour, ITargetProvider
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{
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private Camera mainCamera;
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[SerializeField] private LayerMask aimLayer;
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private RaycastHit _hitPoint;
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public RaycastHit hitPoint => _hitPoint;
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public Vector3 currentAimPos;
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public Transform AimObject; //for IK aim handling
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public float smoothing = 10f;
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public float maxDistance = 100f;
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private void Start()
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{
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mainCamera = Camera.main;
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}
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private void Update()
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{
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Vector2 screenPoint = new Vector2(Screen.width / 2, Screen.height / 2);
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Ray ray = mainCamera.ScreenPointToRay(screenPoint);
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if (Physics.Raycast(ray, out _hitPoint, maxDistance, aimLayer,queryTriggerInteraction:QueryTriggerInteraction.Ignore))
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{
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currentAimPos = Vector3.Lerp(currentAimPos, _hitPoint.point, Time.deltaTime * smoothing);
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}
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else
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{
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currentAimPos = ray.GetPoint(maxDistance);
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}
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AimObject.position = currentAimPos;
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}
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}
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
|
||||
guid: 315b8f05ac753ce4cb4b05beec2a6f9f
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||||
@@ -1,5 +1,6 @@
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||||
using Darkmatter.Core;
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using Darkmatter.Domain;
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using System;
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using UnityEngine;
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using VContainer;
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@@ -12,15 +13,17 @@ namespace Darkmatter.Presentation
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public ParticleSystem BulletHitEffectParticle;
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[Header("Weapon Data")]
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public float fireRate = 1f;
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||||
public float fireRate = 0.1f;
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public int ammoCount = 40;
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||||
private float lastUsedTime;
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public GameObject BulletHole;
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||||
public override string WeaponName => "Rifel";
|
||||
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||||
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||||
public override bool canAttack => Time.time >= lastUsedTime + fireRate;
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public override bool canAttack => Time.time >= lastUsedTime + fireRate && ammoCount > 0;
|
||||
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||||
[Inject] private IAimProvider aimProvider;
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||||
[Inject] private ITargetProvider targetProvider;
|
||||
private RaycastHit hitPoint => targetProvider.hitPoint;
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||||
|
||||
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||||
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||||
@@ -28,18 +31,38 @@ namespace Darkmatter.Presentation
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||||
{
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||||
lastUsedTime = Time.time;
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||||
ammoCount--;
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||||
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||||
PlayMuzzleFlash();
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if (hitPoint.transform != null) PlayBulletHitEffectParticle();
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||||
|
||||
Vector3 startPos = transform.position;
|
||||
Vector3 direction = aimProvider.AimDir;
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||||
|
||||
Debug.Log("Attack using Gun");
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||||
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||||
//use ray cast here
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||||
|
||||
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||||
//after ray cast use damage logic too
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||||
if(ammoCount <= 0) //test reload
|
||||
{
|
||||
Reload();
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||||
}
|
||||
}
|
||||
|
||||
private void ShowBulletHole(Vector3 spawnPos)
|
||||
{
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||||
GameObject bulletHit = Instantiate(BulletHole, spawnPos, Quaternion.LookRotation(hitPoint.normal));
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||||
Destroy(bulletHit, 5f);
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||||
}
|
||||
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||||
private void PlayBulletHitEffectParticle()
|
||||
{
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||||
var damageable = hitPoint.transform.GetComponent<IDamageable>();
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if (damageable != null)
|
||||
{
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||||
damageable.TakeDamage(10f);
|
||||
}
|
||||
|
||||
Vector3 spawnPos = hitPoint.point + hitPoint.normal * 0.01f;
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||||
|
||||
BulletHitEffectParticle.transform.position = spawnPos;
|
||||
BulletHitEffectParticle.transform.rotation = Quaternion.LookRotation(hitPoint.normal);
|
||||
|
||||
BulletHitEffectParticle.Play(true);
|
||||
}
|
||||
|
||||
public override void Reload()
|
||||
{
|
||||
base.Reload();
|
||||
|
||||
@@ -29865,7 +29865,7 @@ MonoBehaviour:
|
||||
m_EditorClassIdentifier: Unity.Cinemachine::Unity.Cinemachine.CinemachineThirdPersonAim
|
||||
AimCollisionFilter:
|
||||
serializedVersion: 2
|
||||
m_Bits: 1
|
||||
m_Bits: 4294967295
|
||||
IgnoreTag:
|
||||
AimDistance: 200
|
||||
NoiseCancellation: 1
|
||||
@@ -36155,6 +36155,7 @@ MonoBehaviour:
|
||||
playerConfig: {fileID: 11400000, guid: 893990031b7e34e48aec7db96883252f, type: 2}
|
||||
cameraConfig: {fileID: 11400000, guid: e862049a6864bb347903dec038b0ba28, type: 2}
|
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gunWeapon: {fileID: 1291938116}
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TargetProvider: {fileID: 9174570246757384965}
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--- !u!1 &968176019
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GameObject:
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m_ObjectHideFlags: 0
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@@ -41314,8 +41315,9 @@ MonoBehaviour:
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m_EditorClassIdentifier: PresentationAssembly::Darkmatter.Presentation.GunWeapon
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MuzzleFlashParticle: {fileID: 7825428930137112052}
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BulletHitEffectParticle: {fileID: 370982010}
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fireRate: 1
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fireRate: 0.1
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ammoCount: 40
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BulletHole: {fileID: 4555957734307141869, guid: 4de3748ba04e4fa41b656da3f8d23a5a, type: 3}
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--- !u!1 &1316836208
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GameObject:
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m_ObjectHideFlags: 0
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@@ -46374,7 +46376,7 @@ MonoBehaviour:
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m_EditorClassIdentifier: Unity.Cinemachine::Unity.Cinemachine.CinemachineThirdPersonAim
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AimCollisionFilter:
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serializedVersion: 2
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m_Bits: 1
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m_Bits: 4294967295
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IgnoreTag:
|
||||
AimDistance: 200
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NoiseCancellation: 1
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@@ -57690,9 +57692,10 @@ GameObject:
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- component: {fileID: 3649487752288184257}
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- component: {fileID: 3317298528410109698}
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- component: {fileID: 9174570246757384964}
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- component: {fileID: 3102384702973419205}
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- component: {fileID: 5149987667482231426}
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- component: {fileID: 7539699777945653300}
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- component: {fileID: 3102384702973419205}
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- component: {fileID: 9174570246757384965}
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m_Layer: 0
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m_Name: Player
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m_TagString: Untagged
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@@ -59020,15 +59023,6 @@ MonoBehaviour:
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serializedVersion: 2
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m_Bits: 8
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turnSpeed: 4
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||||
smoothing: 10
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animator: {fileID: 3649487752288184257}
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aim: {fileID: 1758691227}
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muzzlePos: {fileID: 2862136830057316804}
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fireRate: 0.1
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muzzleFlashParticle: {fileID: 7825428930137112052}
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bulletHitParticle: {fileID: 370982010}
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BulletHole: {fileID: 4555957734307141869, guid: 4de3748ba04e4fa41b656da3f8d23a5a, type: 3}
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bulletAmount: 40
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--- !u!1 &7547960368595836929
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GameObject:
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m_ObjectHideFlags: 0
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@@ -98583,6 +98577,25 @@ CharacterController:
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m_SkinWidth: 0.08
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m_MinMoveDistance: 0.001
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m_Center: {x: 0, y: 1.4, z: 0}
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--- !u!114 &9174570246757384965
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 682798877665067124}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: 315b8f05ac753ce4cb4b05beec2a6f9f, type: 3}
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m_Name:
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m_EditorClassIdentifier: PresentationAssembly::Darkmatter.Presentation.PlayerTargetProvider
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aimLayer:
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serializedVersion: 2
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m_Bits: 0
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currentAimPos: {x: 0, y: 0, z: 0}
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AimObject: {fileID: 1758691227}
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smoothing: 10
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maxDistance: 100
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--- !u!1660057539 &9223372036854775807
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SceneRoots:
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m_ObjectHideFlags: 0
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@@ -11,7 +11,7 @@ TagManager:
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- Ground
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||||
- Water
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||||
- UI
|
||||
-
|
||||
- Enemy
|
||||
-
|
||||
-
|
||||
-
|
||||
|
||||
Reference in New Issue
Block a user