Hi! I am making an fps based on the fps tutorial. I have a raycast machine gun and a enemy robot. The enemy robot looks like this:
![alt text][1]
[1]: /storage/temp/13713-robot.png
As you can see, the robot has armor and some exposed skin. Is there a way to make bullet holes on the armor and blood spurts on the skin?
Damage receiver:
var hitPoints = 100.0;
var deadReplacement : Transform;
var dieSound : AudioClip;
function ApplyDamage (damage : float) {
// We already have less than 0 hitpoints, maybe we got killed already?
if (hitPoints <= 0.0)
return;
hitPoints -= damage;
if (hitPoints <= 0.0)
{
Detonate();
}
}
function Detonate () {
// Destroy ourselves
Destroy(gameObject);
// Play a dying audio clip
if (dieSound)
AudioSource.PlayClipAtPoint(dieSound, transform.position);
// Replace ourselves with the dead body
if (deadReplacement) {
var dead : Transform = Instantiate(deadReplacement, transform.position, transform.rotation);
// Copy position & rotation from the old hierarchy into the dead replacement
CopyTransformsRecurse(transform, dead);
}
}
static function CopyTransformsRecurse (src : Transform, dst : Transform) {
dst.position = src.position;
dst.rotation = src.rotation;
for (var child : Transform in dst) {
// Match the transform with the same name
var curSrc = src.Find(child.name);
if (curSrc)
CopyTransformsRecurse(curSrc, child);
}
}
Machine Gun script:
var playerWeapons : GameObject;
var range = 100.0;
var fireRate = 0.005;
var force = 5.0;
var damage = 0.5;
var bulletsPerClip = 1000;
var clips = 5;
var reloadTime = 1;
private var hitParticles : ParticleEmitter;
var muzzleFlash : Renderer;
var reload : AudioClip;
private var bulletsLeft : int = 0;
private var nextFireTime = 0.0;
private var m_LastFrameShot = -1;
function Start () {
hitParticles = GetComponentInChildren(ParticleEmitter);
// We don't want to emit particles all the time, only when we hit something.
if (hitParticles)
hitParticles.emit = false;
bulletsLeft = bulletsPerClip;
}
function LateUpdate() {
if (muzzleFlash) {
// We shot this frame, enable the muzzle flash
if (m_LastFrameShot == Time.frameCount) {
muzzleFlash.transform.localRotation = Quaternion.AngleAxis(Random.value * 360, Vector3.forward);
muzzleFlash.enabled = true;
if (audio) {
if (!audio.isPlaying)
audio.Play();
audio.loop = true;
}
} else {
// We didn't, disable the muzzle flash
muzzleFlash.enabled = false;
enabled = false;
// Play sound
if (audio)
{
audio.loop = false;
}
}
}
}
function Fire () {
if (bulletsLeft == 0)
return;
// If there is more than one bullet between the last and this frame
// Reset the nextFireTime
if (Time.time - fireRate > nextFireTime)
nextFireTime = Time.time - Time.deltaTime;
// Keep firing until we used up the fire time
while( nextFireTime < Time.time && bulletsLeft != 0) {
FireOneShot();
nextFireTime += fireRate;
}
}
function FireOneShot () {
var direction = transform.TransformDirection(Vector3.forward);
var hit : RaycastHit;
// Did we hit anything?
if (Physics.Raycast (transform.position, direction, hit, range)) {
// Apply a force to the rigidbody we hit
if (hit.rigidbody)
hit.rigidbody.AddForceAtPosition(force * direction, hit.point);
// Place the particle system for spawing out of place where we hit the surface!
// And spawn a couple of particles
if (hitParticles) {
hitParticles.transform.position = hit.point;
hitParticles.transform.rotation = Quaternion.FromToRotation(Vector3.up, hit.normal);
hitParticles.Emit();
}
// Send a damage message to the hit object
hit.collider.SendMessageUpwards("ApplyDamage", damage, SendMessageOptions.DontRequireReceiver);
}
bulletsLeft--;
// Register that we shot this frame,
// so that the LateUpdate function enabled the muzzleflash renderer for one frame
m_LastFrameShot = Time.frameCount;
enabled = true;
// Reload gun in reload Time
if (bulletsLeft == 0)
Reload();
}
function Reload () {
playerWeapons.GetComponent(PlayerWeapons).enabled = false;
// Wait for reload time first - then add more bullets!
yield WaitForSeconds(reloadTime);
playerWeapons.GetComponent(PlayerWeapons).enabled = true;
// We have a clip left reload
if (clips > 0) {
clips--;
bulletsLeft = bulletsPerClip;
audio.PlayOneShot(reload, 1.0 / audio.volume);
}
}
function GetBulletsLeft () {
return bulletsLeft;
}
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