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Setup Range Weapon Prefab
Last Updated in 3.0
Add Transform named “attackTransform” as a child
of Base Transform
This will be where the Bullet got Instantiated
Weapon will shoot Once per each attackTransform
attackTransform
WeaponData FireArm
Last Updated in 3.0
Range is specifically use if AuxData_Bullet Type is RayCast
It determine how far can the Weapon Shoot
VarType determine the MotionSet that the Character will Use.
You can check the number in EnumCollection.cs FIREARMTYPE
AuxData_Bullet
Last Updated in 2.3
Bullet is separated into RayCast and GameObject Type and each will be explain individually
AuxData_Bullet RayCast Type
Last Updated in 2.3
For this type, AuxPrefab will be instantiated at the Location where the Raycast Hit
For Example, Spark Effect is Instantiated there to simulate that the Bullet simply fly and Hit
there.
This type also use Range Data from FireArm to determine if the RayCastHit Location is within
range or not.
AuxData_Bullet GameObject Type
Last Updated in 3.0
For this type, AuxPrefab will be instantiated at the Location where attackTransform is
Speed and Life Span parameter is use to
Instantiate Bullet
Bullet Prefab must have these Components attached
Bullet_3DF
Collider
RigidBody
Fire Rate
Last Updated in 2.3
FireRate determine how fast the Character can Shoot per Cycle
Check AuxData_Bullet for further detail
Formula for FireRate is in WeaponControl_FireArm,
Function CalcFireRate()
This will be use in WaitForSeconds() to calculate how much time do the Character have to wait to
be able to fire the next round.
**IMPORTANT**
Value of 0 will cause a bug where the WeaponControl to be able to Shoot only Once
Accuracy
Last Updated in 2.3
With AimIK Location at its center, Accuracy calculate how much deviated will the Bullet be shot.
Higher Accuracy will mean that the Bullet will strike closer to the Middle
The Formula for Accuracy is UnitDexterity + Weapon’s Accuracy
If the Value is >=1000, the Bullet will always hit the Center
Formula for Accuracy is in WeaponControl_Base_FireArm,
Function CalcAccuracy() and CalcMaxOffset(),
with tempMaxOffset determine the Maximum Deviation for the Bullet.
Recoil
Last Updated in 2.3
Recoil is the Effect where the Aiming got forcefully pushed upward after each Shot.
Force Value inside BulletData will determine the amount of Recoil.
While UnitDexterity + FireArm’s RecoilSuppress will reduce that amount
To edit this Formula, go to WeaponControl_Base_FireArm
CalcRecoil()
AimIK
Shot
AimIK
Recoil
DualFireArm
Last Updated in 3.0
The following Conditions apply to Dual FireArms
Each Weapon have their own Bullet Data and will Shoot independently
In the case of WeaponReload, the following Apply
If either Bullet consume Item,
And either Ran out of Ammo,
And there is sufficient Ammo in Inventory to do Reload,
Reload will be done.
Otherwise, Each FireArm will simply not shoot if there is not enough ammunition.
Shooting while Laying
Last Updated in 2.3
Following Weapons can do Aiming while in Laying State.
Pistol, Rifle1, Rifle2
For UnderArm and OverShoulder,
Character will transition to Crouch Motion if Aiming is activated
If you want the Unit to Transition to Stand instead,
Inside Locomotion_Crouching, ForceUnitToCrouch()
Change to this instead
anim.SetInteger("LocoState",(int)LOCOSTATE.STAND);
To Edit which Weapon can Aim while Laying,
Use Pistols Setup as Template,
Add Motions accordingly
Inside UnitControl_WeaponManager
Edit function public bool IsCurrentWeaponAttackableWhileLaying()
Hand Support IK
Last Updated in 2.3
FireArm Control contain Scripts to pinned LeftHand to a
certain Location
Add Transform “supportTransform” as a Child of
WeaponPrefab
In certain motions inside
WeaponControl_FireArm.cs
function BindLeftHandToIKType1()
Will determine when to pin Left Hand to supportTransform
If “supportTransform_Aim” is also added,
Hand will blend to that Location during Aiming and Attacking
instead.
supportTransform
Range Weapon Deal Damage Schematic
Last Updated in 2.3
Weapon Manager
Calculate Total Damage
End of
life Span?
Destroy
Instantiate Bullet with Total Atk
Target Received Damage and Calculate how
much of its HP is loss based on its own internal
algorithm
YES
Bullet Hit
Something
NO
NO
YES
Tag
Check
YES
NO
RangeWeapon Aiming
While Aiming, The Character will Automatically Rotate
itself toward AimIK Transform
WARNING:
Horizontal Aiming do not require Unity Pro,
BUT
Vertical Aiming utilize Animator.SetLookAtPosition(),
and Animator.SetLookAtWeight()
which are Pro only features.
AimIK
Unit
Last Updated in 3.0

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Read mepdf v3_0_07_01rangeweaponcontrol

  • 1. Setup Range Weapon Prefab Last Updated in 3.0 Add Transform named “attackTransform” as a child of Base Transform This will be where the Bullet got Instantiated Weapon will shoot Once per each attackTransform attackTransform
  • 2. WeaponData FireArm Last Updated in 3.0 Range is specifically use if AuxData_Bullet Type is RayCast It determine how far can the Weapon Shoot VarType determine the MotionSet that the Character will Use. You can check the number in EnumCollection.cs FIREARMTYPE
  • 3. AuxData_Bullet Last Updated in 2.3 Bullet is separated into RayCast and GameObject Type and each will be explain individually
  • 4. AuxData_Bullet RayCast Type Last Updated in 2.3 For this type, AuxPrefab will be instantiated at the Location where the Raycast Hit For Example, Spark Effect is Instantiated there to simulate that the Bullet simply fly and Hit there. This type also use Range Data from FireArm to determine if the RayCastHit Location is within range or not.
  • 5. AuxData_Bullet GameObject Type Last Updated in 3.0 For this type, AuxPrefab will be instantiated at the Location where attackTransform is Speed and Life Span parameter is use to Instantiate Bullet Bullet Prefab must have these Components attached Bullet_3DF Collider RigidBody
  • 6. Fire Rate Last Updated in 2.3 FireRate determine how fast the Character can Shoot per Cycle Check AuxData_Bullet for further detail Formula for FireRate is in WeaponControl_FireArm, Function CalcFireRate() This will be use in WaitForSeconds() to calculate how much time do the Character have to wait to be able to fire the next round. **IMPORTANT** Value of 0 will cause a bug where the WeaponControl to be able to Shoot only Once
  • 7. Accuracy Last Updated in 2.3 With AimIK Location at its center, Accuracy calculate how much deviated will the Bullet be shot. Higher Accuracy will mean that the Bullet will strike closer to the Middle The Formula for Accuracy is UnitDexterity + Weapon’s Accuracy If the Value is >=1000, the Bullet will always hit the Center Formula for Accuracy is in WeaponControl_Base_FireArm, Function CalcAccuracy() and CalcMaxOffset(), with tempMaxOffset determine the Maximum Deviation for the Bullet.
  • 8. Recoil Last Updated in 2.3 Recoil is the Effect where the Aiming got forcefully pushed upward after each Shot. Force Value inside BulletData will determine the amount of Recoil. While UnitDexterity + FireArm’s RecoilSuppress will reduce that amount To edit this Formula, go to WeaponControl_Base_FireArm CalcRecoil() AimIK Shot AimIK Recoil
  • 9. DualFireArm Last Updated in 3.0 The following Conditions apply to Dual FireArms Each Weapon have their own Bullet Data and will Shoot independently In the case of WeaponReload, the following Apply If either Bullet consume Item, And either Ran out of Ammo, And there is sufficient Ammo in Inventory to do Reload, Reload will be done. Otherwise, Each FireArm will simply not shoot if there is not enough ammunition.
  • 10. Shooting while Laying Last Updated in 2.3 Following Weapons can do Aiming while in Laying State. Pistol, Rifle1, Rifle2 For UnderArm and OverShoulder, Character will transition to Crouch Motion if Aiming is activated If you want the Unit to Transition to Stand instead, Inside Locomotion_Crouching, ForceUnitToCrouch() Change to this instead anim.SetInteger("LocoState",(int)LOCOSTATE.STAND); To Edit which Weapon can Aim while Laying, Use Pistols Setup as Template, Add Motions accordingly Inside UnitControl_WeaponManager Edit function public bool IsCurrentWeaponAttackableWhileLaying()
  • 11. Hand Support IK Last Updated in 2.3 FireArm Control contain Scripts to pinned LeftHand to a certain Location Add Transform “supportTransform” as a Child of WeaponPrefab In certain motions inside WeaponControl_FireArm.cs function BindLeftHandToIKType1() Will determine when to pin Left Hand to supportTransform If “supportTransform_Aim” is also added, Hand will blend to that Location during Aiming and Attacking instead. supportTransform
  • 12. Range Weapon Deal Damage Schematic Last Updated in 2.3 Weapon Manager Calculate Total Damage End of life Span? Destroy Instantiate Bullet with Total Atk Target Received Damage and Calculate how much of its HP is loss based on its own internal algorithm YES Bullet Hit Something NO NO YES Tag Check YES NO
  • 13. RangeWeapon Aiming While Aiming, The Character will Automatically Rotate itself toward AimIK Transform WARNING: Horizontal Aiming do not require Unity Pro, BUT Vertical Aiming utilize Animator.SetLookAtPosition(), and Animator.SetLookAtWeight() which are Pro only features. AimIK Unit Last Updated in 3.0