Shooting gallery. Unity 3D Raycast Shooting

Teaching materials for the school of programming. Part 17

Previous tutorials can be found here:
  1. Spaceship





  2. Dominoes





  3. Flappy bird





  4. Gravity room





  5. Platformer





  6. Trees (plugin SpeedTree)





  7. Modeling a house in SketchUp





  8. House in the woods





  9. Rain effect. Particles





  10. Billiards





  11. Liquid character





  12. Sticking and working with the Event System





  13. Unity 3D synthesizer





  14. Hovercraft





  15. Ragdolls on Unity 3D





  16. How vectors work. Unity 3D Basketball





In this project, we will consider the process of work:





  • with raycasts and vectors;





  • with methods of other custom classes;





  • with AudioSource and with Rigidbody via code;





  • three main components of a shot that psychologically affect the player (sound, light and glow, animation and the trail of the shot);





  • instantiation of prefabs.





The key themes of the project are precisely raycasts and vectors. The latter, it is necessary to devote quite a lot of time every day, and explain how they work with simple examples. But if you managed to quickly complete a project with students, then in this lesson it will be appropriate to consider the mecanim system.





Execution order

Create a new project, import the attached asset .





In addition to the standard resources, the package has a third-party plugin for painting decals. His work is not covered in the context of this lesson.





The lesson project is divided into 2 parts - shooting range and grenades.





Shooting gallery

- . , , , , .





, , .





DecalShooter, , , . .

, . , Y , CapsuleCollider MeshCollider Convex. , , point light, , AudioSource , Rigidbody Continius Dynamic isKinematik. AudioSource PlayOnAwake .





Target, .





, . .





using System.Collections;
using System.Collections.Generic;
using UnityEngine;
 
public class Target : MonoBehaviour {
    public GameObject light;
    public Rigidbody rig;
    public AudioSource src;
 
    bool enabled = true;
 
    // Use this for initialization 
    void Start() {
        rig = GetComponent<Rigidbody>();
        src = GetComponent<AudioSource>(); 
    }
 
    // Update is called once per frame 
    void Update() {
 
    }
 
    public void shoot() {
        if (!enabled) {
           return;
        }
 
        rig.isKinematic = false; 
        light.SetActive(false); 
        src.Play();
 
        enabled = false;
    }
 
}

      
      



 ​shoot,​ , . - DecalShooter  ​shoot. :





   if (Input.GetKeyDown(KeyCode.Mouse0)) {
            time = 0.3f; 
            ShootSource.Play(); 
            anim.Play("fire"); 
            Muzzleflash.SetActive(true);
            //   
            RaycastHit hitInfo;
            Vector3 fwd = transform.TransformDirection(Vector3.forward); 
            
            if (Physics.Raycast(transform.position, fwd, out hitInfo, 100f)) {
                GameObject go = Instantiate(
                    DecalPrefab,
                    hitInfo.point, 
                    Quaternion.LookRotation(
                        Vector3.Slerp(-hitInfo.normal, fwd, normalization) 
                    )
                ) as GameObject;
                go.GetComponent<DecalUpdater>().UpdateDecalTo(
                    hitInfo.collider.gameObject, 
                    true
                );
                Vector3 explosionPos = hitInfo.point;
                Target trg = hitInfo.collider.GetComponent<Target>();
                
                if (trg) {
                    trg.shoot();
                }
                
                Rigidbody rb = hitInfo.collider.GetComponent<Rigidbody>();
                
                if (rb != null) {
                    rb.AddForceAtPosition(fwd * power, hitInfo.point, ForceMode.Impulse);
                    Debug.Log("rb!");
                } 
            }
            //   
        }
      
      



hitInfo , ,  ​shoot.​ , , . , . , , . Target :





light.SetActive(false);
      
      







light.GetComponent<Light>().color = Color.red;
      
      



, .





.





, - .





using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
 
public class Lenght :  MonoBehaviour {
    public Text Dalnost;
    float rasstoyanie = 0; //     
 
    // Use this for initialization 
    void Start() {
 
    }
 
    // Update is called once per frame 
    void Update() {
        RaycastHit hitInfo;
        
        if (Physics.Raycast(transform.position, transform.TransformDirection(Vector3.forward), out hitInfo, 200)) {
            rasstoyanie = hitInfo.distance;
            Dalnost.text = rasstoyanie.ToString();
        }
    }
}
      
      



FPScontroller/FirstPersonCharacter. Canvas , .

, , .

.





- . , . , .





using System.Collections;
using System.Collections.Generic; 
using UnityEngine;
using UnityEngine.UI;
 
public class Length :  MonoBehaviour {
    public Text Dalnost;
    float rasstoyanie = 0; //      
    public GameObject sharik;
 
    // Use this for initialization
    void Start() {
 
    }
 
    // Update is called once per frame 
    void Update() {
        RaycastHit hitInfo; 
        
        if(Physics.Raycast(transform.position, transform.TransformDirection(Vector3.forward), outhitInfo, 200)) {
            rasstoyanie = hitInfo.distance; 
            Dalnost.text = rasstoyanie.ToString ();
            if(Input.GetKeyDown(KeyCode.Mouse1)) {
                GameObject go = Instantiate(
                    sharik, 
                    transform.position + Vector3.Normalize(hitInfo.point - transform.position), 
                    transform.rotation
                );
                Rigidbody rig = go.GetComponent<Rigidbody>();
                rig.velocity = Vector3.Normalize(hitInfo.point - transform.position) * 10;
            } 
        }
    } 
}
      
      



- ? , . . .. , , . . Grenade.





using System.Collections;
using System.Collections.Generic;
using UnityEngine;
 
public class Grenade :  MonoBehaviour {
    public Transform explosionPrefab;
 
    void OnCollisionEnter(Collision collision) {
        ContactPoint contact = collision.contacts[0];
        
        // Rotate the object so that the y-axis faces along the normal of the surface
        Quaternion rot = Quaternion.FromToRotation(Vector3.up, contact.normal);
        Vector3 pos = contact.point; 
        Instantiate(explosionPrefab, pos, rot);
        Destroy(gameObject);
    }
}
      
      



, Body Convex, RIgidbody . .





, , , .





. , AudioSource PlayOnAwake , Spital Blend 90 3 .





To work out all the effects and spreading of the Rigidbody correctly, you need to create another script. We'll call it Explosion:





using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Explosion :  MonoBehaviour {
    public float radius = 5.0f;
    public float power = 10.0f;
    public GameObject svet;

    void Start() {
        Destroy(svet, 0.1f);

        Vector3 explosionPos = transform.position;
        Collider[] colliders = Physics.OverlapSphere(explosionPos, radius);

        foreach(Collider hit in colliders) {
            Rigidbodyrb = hit.GetComponent<Rigidbody>();
            if (rb != null) {
                rb.AddExplosionForce(power, explosionPos, radius, 3.0f);
            }
        }
    }
}
      
      



You need to throw it on the explosion effect and create a prefab.





This prefab is used in the grenade script to create an explosion.





Done!








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