demo full screen
HTML код для вашего блога :
download pack 15 Mb
Поскольку модели в паке в формате fbx
Скрипт оружия смотрите в Bip скелете на кости right hand. Каждое оружие прописывается по своим точным кординатам относительно объекта spawn, который цепляется к кости руки. И по умолчанию первым ставится на место оружия пустой го "WeapCube". На всякий случай скрипт оружия:
Синтаксис:
Используется javascript
var Weapon0: Transform;
var Weapon1: Transform;
var Weapon2: Transform;
var Weapon3: Transform;
//var weaponNN: Transform;
var NameWeap = "WeapCube"; //name weapon set to default
var currWeap: Transform;
function LateUpdate () {
if (Input.GetKey (KeyCode.Alpha2) && NameWeap != "Knife(Clone)") {
Destroy(GameObject.Find(NameWeap)); // delete previous weapon
currWeap = Instantiate(Weapon1, transform.position, transform.rotation).transform;
currWeap.parent = transform;
currWeap.transform.localPosition = Vector3(-0.125925, -0.002317, 0.117401);
currWeap.transform.localRotation = Quaternion.Euler(347.76, 79.69965, 269.6969);
NameWeap = currWeap.name;
}
if (Input.GetKey (KeyCode.Alpha3) && NameWeap != "Beretta(Clone)") {
Destroy(GameObject.Find(NameWeap)); // delete previous weapon
currWeap = Instantiate(Weapon2, transform.position, transform.rotation).transform;
currWeap.parent = transform;
currWeap.transform.localRotation = Quaternion.Euler(356.0116, 2.940775, 282.2587);
currWeap.transform.localPosition = Vector3(-0.146594, -0.011261, -0.017400);
NameWeap = currWeap.name;
}
if (Input.GetKey (KeyCode.Alpha4) && NameWeap != "AK(Clone)") {
Destroy(GameObject.Find(NameWeap)); // delete previous weapon
currWeap = Instantiate(Weapon3, transform.position, transform.rotation).transform;
currWeap.parent = transform;
currWeap.transform.localPosition = Vector3(-0.18778, -0.05354, -0.17082);
currWeap.transform.localRotation = Quaternion.Euler(352.4944, 359.1044, 278.7789);
NameWeap = currWeap.name;
}
if (Input.GetKey (KeyCode.Alpha1) && NameWeap != "WeapCube(Clone)") {
Destroy(GameObject.Find(NameWeap)); // delete previous weapon
currWeap = Instantiate(Weapon0, transform.position, transform.rotation).transform;
currWeap.parent = transform;
NameWeap = currWeap.name;
}
}
var Weapon1: Transform;
var Weapon2: Transform;
var Weapon3: Transform;
//var weaponNN: Transform;
var NameWeap = "WeapCube"; //name weapon set to default
var currWeap: Transform;
function LateUpdate () {
if (Input.GetKey (KeyCode.Alpha2) && NameWeap != "Knife(Clone)") {
Destroy(GameObject.Find(NameWeap)); // delete previous weapon
currWeap = Instantiate(Weapon1, transform.position, transform.rotation).transform;
currWeap.parent = transform;
currWeap.transform.localPosition = Vector3(-0.125925, -0.002317, 0.117401);
currWeap.transform.localRotation = Quaternion.Euler(347.76, 79.69965, 269.6969);
NameWeap = currWeap.name;
}
if (Input.GetKey (KeyCode.Alpha3) && NameWeap != "Beretta(Clone)") {
Destroy(GameObject.Find(NameWeap)); // delete previous weapon
currWeap = Instantiate(Weapon2, transform.position, transform.rotation).transform;
currWeap.parent = transform;
currWeap.transform.localRotation = Quaternion.Euler(356.0116, 2.940775, 282.2587);
currWeap.transform.localPosition = Vector3(-0.146594, -0.011261, -0.017400);
NameWeap = currWeap.name;
}
if (Input.GetKey (KeyCode.Alpha4) && NameWeap != "AK(Clone)") {
Destroy(GameObject.Find(NameWeap)); // delete previous weapon
currWeap = Instantiate(Weapon3, transform.position, transform.rotation).transform;
currWeap.parent = transform;
currWeap.transform.localPosition = Vector3(-0.18778, -0.05354, -0.17082);
currWeap.transform.localRotation = Quaternion.Euler(352.4944, 359.1044, 278.7789);
NameWeap = currWeap.name;
}
if (Input.GetKey (KeyCode.Alpha1) && NameWeap != "WeapCube(Clone)") {
Destroy(GameObject.Find(NameWeap)); // delete previous weapon
currWeap = Instantiate(Weapon0, transform.position, transform.rotation).transform;
currWeap.parent = transform;
NameWeap = currWeap.name;
}
}