The Ammo component was added to the Gun prefab variant and Ammo’s Fire method is called from the Weapon’s Attack Started event. The Raycast to Target, Sound FX, and Visual FX method calls were moved from Attack Started to the Fired event. Out of Ammo and Reloaded will be used for effects and sounds related […]
Monthly Archives: October 2020
Sound and Light Experiments
I decided to try something different for the foot step sounds. For the gunshots you’ll recall that I used a dynamic ring buffer that instantiated prefabs of the sounds that were disabled after a time. This time I’ve placed all of the audio sources under the Dragon to start with. I still use a ring […]
Taking Damage
With the Dragon and its Friends getting their swing on, it’s time for our Player to start taking hits. Let’s make a plan: Add events to the Zombie attack animations. Maybe add a Weapon the the rest of the animation set (attack/hit/death) to our Mechanic. Add a Health component to our Player and also a […]
Dragons and Nuns
So I said to my kid, I bet I can put a Dragon into the game… So how do we do this thing? First, we need a Controller for the Dragon and we need to get the Dragon’s Avatar. In this case, the guys and gals at Infinity PBR provided a controller hooked up on […]
Animator Woes
Ok, so I work through a lot of important issues during this post and I come up with an imperfect solution that I am going to leave aside for now because I want to continue my journey in other ways. The video below is the working solution I am moving forward with at this time. […]
Animation Adventures
Nothing ever works out of the box. True Story. Here’s how to make Mixamo animations work when you import them into Unity. TL:DW here’s what you need to do: Download and import the FBX animations you want to work with. Highlight the lot of them. In the inspector, click Rig and then set the Animation […]
Bullet Impact effects
So the big new addition to the system is Impact Handler. Impact Handler is sort of a super Object Pool Handler in that it contains references to n Object Pools where n is the number of Impact materials that we are dealing with. For this demo, there are two Impact materials: Flesh and not flesh. […]
Visual and Sound FX Refactoring
I refactored the Sound FX and Sound FX Handler into a generic Pooled Object and Object Pool Handler. Attaching the Pooled Object component to any Game Object allows it to be reused via the Object Pool Handler that creates it. An Object Pool Handler stores its recyclable objects inside a Game Object specified in the […]
Refactorland
Oh buddy, it happens every project. All the crap is hitting the fan and I’m refactoring the whole damn thing. Ok. Not really, but I’ve added a component called Target to the Player and to the Enemy. Target does nothing except provide: A way to identify an object as a target. An event type that […]
Armed and Dangerous
Step one is to get our zombie to chase us if we attack it even if it is out of range. To handle this I created a new component called Aggression which has a pair of events attached to it: Aggro Started and Aggro Ended. These are responsible for toggling the Search For Target component. […]