Energy Ammo Component First, this thing probably needs to have most of its functionality abstracted into a base class called Ammo. There’s a lot going on here that any kind of ammo could use. Of note are the exposures of several private fields via public getter properties. This was necessary because the Weapon is being […]
Author Archives: jsiles42
Basic Attack Mechanism
It’s a frickin’ laser beam! Handling the Input What I thought I needed to deal with: What I actually needed to deal with: The short of it is that everything is an axis in the Input Manager which apparently means that everything returns data from Get Axis Raw. The Attack Sequence The goal of the […]
Easy Character Movement
Easy Character Movement is a physics based movement controller from the Unity Asset Store. The current version has an import bug in that it renames all the layers. This is annoying. So, to get it running as fast as possible, the first thing I did was load up the Custom Character Controller Example scene and […]
Ammo
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 […]
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. […]