Alright, so still busy on the work front but did sneak in some time last night to get some effects and shooting handled in the game. Implemented a raycast based firing system, seems most logical to me since it avoids object creation and collision/rigidbody issues. It's turning out really well actually, there are some aspects that need to be addressed like having "ignored" colliders for instance, so that a window frame (which has a box collider for interaction) is ignored by the raycast. That's not too difficult, so all good there. The real challenge to making this clean for networking down the road, but for now i'm using a BulletImpactManager and the Crosshairs to manage where bullets go and land, when networking comes into play, i'll refactor into a ShotManager or something which synchronizes with other clients over the network.
A new build is up, 1-6 to select weapon (5 is rifle which shares a holster with 6 shotgun, so it is not available): http://logicwell.com/nightfall/tpc.html
Now for a pic:
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