This commit is contained in:
2026-05-30 09:16:35 +07:00
parent 2f87ce19a7
commit 1c0ee6efb7
4001 changed files with 3363438 additions and 1738 deletions

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using UnityEngine;
namespace Invector.vShooter
{
public class vArrow : MonoBehaviour
{
public vProjectileControl projectileControl;
public Transform detachObject;
[Tooltip("Use to raycast other side of the penetration")]
public bool raycastBackSide = true;
public bool alignToNormal = true;
[HideInInspector]
public float penetration;
public bool debugPenetration;
private void Start()
{
if (!projectileControl) projectileControl = GetComponent<vProjectileControl>();
}
public void OnDestroyProjectile(RaycastHit hit)
{
//Check if hit object contains a ArrowParent
Transform arrowParent = hit.transform.Find("ArrowParent");
if (!arrowParent)///Create a new Arrow Parent
{
arrowParent = new GameObject("ArrowParent").transform;
arrowParent.position = hit.transform.position;
arrowParent.parent = hit.transform;
}
detachObject.parent = arrowParent.transform;
if (alignToNormal)
detachObject.rotation = Quaternion.LookRotation(-hit.normal);
detachObject.position = hit.point + transform.forward * penetration;
if (debugPenetration) Debug.DrawLine(hit.point, hit.point + transform.forward * penetration, Color.red, 10f);
if (projectileControl && raycastBackSide && penetration > 0f)
{
var pA = hit.point + transform.forward * penetration;
var pb = hit.point + transform.forward * 0.001f;
if (Physics.Linecast(pA, pb, out hit, projectileControl.hitLayer))
{
projectileControl.onCastCollider.Invoke(hit);
}
}
}
}
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using System.Collections;
using UnityEngine;
namespace Invector.vShooter
{
[vClassHeader("v Bow Control")]
[RequireComponent(typeof(vShooterWeapon))]
public class vBowControl : vMonoBehaviour
{
private vShooterWeapon weapon;
private Animator animator;
public float delayToSpringAfterShot;
public float minPenetration, maxPenetration;
public UnityEngine.Events.UnityEvent OnFinishShot, OnEnableArrow, OnDisableArrow;
void Start()
{
weapon = GetComponent<vShooterWeapon>();
animator = GetComponent<Animator>();
}
public void EnableArrow()
{
OnEnableArrow.Invoke();
if (animator) animator.SetFloat("PowerCharger", 0);
if (animator) animator.ResetTrigger("Shot");
}
public void DisableArrow()
{
OnDisableArrow.Invoke();
if (animator) animator.ResetTrigger("Shot");
if (animator) animator.SetFloat("PowerCharger", 0);
}
public void OnChangePowerCharger(float charger)
{
if (animator) animator.SetFloat("PowerCharger", charger);
}
public void Shot()
{
if (!weapon) return;
if (animator) animator.SetFloat("PowerCharger", 0);
if (animator) animator.SetTrigger("Shot");
StartCoroutine(ShootEffect());
}
public void OnInstantiateProjectile(vProjectileControl pCtrl)
{
if (!weapon) return;
var arrow = pCtrl.GetComponent<vArrow>();
if (arrow)
{
arrow.penetration = Mathf.Lerp(minPenetration, maxPenetration, weapon.powerCharge);
}
}
IEnumerator ShootEffect()
{
yield return new WaitForSeconds(delayToSpringAfterShot);
if (weapon.isAiming)
{
if (weapon.ammoCount > 0) OnFinishShot.Invoke();
}
}
}
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