Unity3D C#,JS программист
IL-98-YA Дата: Суббота, 08 Сентября 2012, 14:53 | Сообщение # 1
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Опыт работы с Unity3D : 1 год напишу скрипт, или несколько скриптов... опираюсь в основном на C# , но могу написать и на Java Script. Оплата: раньше была, а теперь только если сами предложите xD способ связи: Skype : il-98-ya
private float Raznos = 10; public GameObject MuzzleFlash; public float MaxShop = 32; public float CurShop = 8; public float CanReloadShop = 8; public AudioClip ReloadSound; public GameObject SpawnBullets; public GameObject Blood; public float force = 200.0f; public float range = 250.0f; public LayerMask layerMask; public GameObject TerrainParticle; public GameObject MetalParticle; public GameObject GlassParticle; public Transform CameraPlayer; public GameObject WoodParticle; public GameObject GlassHole; public GameObject MetalHole; public GameObject TerrainHole; public GameObject WoodHole; public float damage; public float otdacha = -1; public AudioClip NoPatrons; public AudioClip Draw; public Camera MainCam; public Rigidbody Shell; public GameObject ShellPoint; public float ShellSpeed; public GameObject Laser; public AudioClip shot; public AudioSource ShotSource; public GameObject ShootSmoke; public GameObject ConcreteParticle; public GameObject PlayerAnimManager; public AnimationClip ShootAnim; public AnimationClip StartReloadAnim; public AnimationClip InsertBulletAnim; public AnimationClip EndReloadAnim; public AnimationClip IdleAnim; public AnimationClip WalkAnim; public AnimationClip DrawAnim; public bool IsShoot = false; public bool CanPlayOtherAnims = true; public GameObject RikochetPoint; public GameObject[] RicochetSounds; public float InsertBulletTime; public float GetShellTime; public GameObject Legs; public float okoloStenyRange; // Use this for initialization void Start () { MuzzleFlash.renderer.enabled = false; animation.AddClip(ShootAnim,"ShootingAnimation"); animation.AddClip(StartReloadAnim,"StartReloadingAnimation"); animation.AddClip(InsertBulletAnim,"InsetBulletAnimation"); animation.AddClip(EndReloadAnim,"EndReloadingAnimation"); animation.AddClip(IdleAnim,"IDLEAnimation"); animation.AddClip(WalkAnim,"WalkAnimation"); animation.AddClip(DrawAnim,"DrawAnimation"); audio.PlayOneShot(Draw); animation.wrapMode = WrapMode.Loop; animation["WalkAnimation"].speed = 0.47f; animation["DrawAnimation"].wrapMode = WrapMode.Once; animation["ShootingAnimation"].wrapMode = WrapMode.Once; animation["InsetBulletAnimation"].wrapMode = WrapMode.Once; animation["EndReloadingAnimation"].wrapMode = WrapMode.Once; animation["StartReloadingAnimation"].wrapMode = WrapMode.Once; animation["InsetBulletAnimation"].speed = 2; animation.Play("DrawAnimation"); } void UnlockCursor() { Screen.lockCursor = false; } void NoShowMuzzleFlash() { MuzzleFlash.renderer.enabled = false; } // Update is called once per frame void Update () { if(MaxShop < 0) { MaxShop = 0; } Screen.lockCursor = true; Vector3 direction = gameObject.transform.TransformDirection(new Vector3(Random.Range(-0.01f, 0.01f) * Raznos, Random.Range(-0.01f, 0.01f) * Raznos,1)); RaycastHit hit; Vector3 position = SpawnBullets.transform.position; if (Physics.Raycast(position, direction,out hit, range, layerMask.value)) { Vector3 contact = hit.point; Quaternion rotation = Quaternion.FromToRotation(Vector3.up, hit.normal); Laser.transform.position = contact; Laser.transform.rotation = rotation; } if(Input.GetKey(KeyCode.Mouse1)) { animation.Stop("WalkAnimation"); } if((CanPlayOtherAnims == true) && (Input.GetKey(KeyCode.W) | Input.GetKey(KeyCode.A) | Input.GetKey(KeyCode.S) | Input.GetKey(KeyCode.D) && !animation.IsPlaying("StartReloadingAnimation") && !animation.IsPlaying("EndReloadingAnimation") && !animation.IsPlaying("InsetBulletAnimation") && !animation.IsPlaying("DrawAnimation") && !animation.IsPlaying("ShootingAnimation"))) { animation.Play("WalkAnimation"); } else { animation.Stop("WalkAnimation"); } if((CanPlayOtherAnims == true) && (!animation.IsPlaying("WalkAnimation") && !animation.IsPlaying("Prizeml") && !animation.IsPlaying("ShootingAnimation") && !animation.IsPlaying("StartReloadingAnimation") && !animation.IsPlaying("EndReloadingAnimation") && !animation.IsPlaying("InsetBulletAnimation") && !animation.IsPlaying("DrawAnimation"))) { animation.Play("IDLE"); } if(Input.GetKey(KeyCode.Mouse1)) { animation.Stop("IDLE"); } if((CanPlayOtherAnims == true) && (Input.GetKeyDown(KeyCode.Mouse0) && !animation.IsPlaying("StartReloadingAnimation") && !animation.IsPlaying("EndReloadingAnimation") && !animation.IsPlaying("InsetBulletAnimation") && !animation.IsPlaying("DrawAnimation") && CurShop > 0 && !animation.IsPlaying("ShootingAnimation"))) { animation.Play("ShootingAnimation"); IsShoot = true; Legs.SendMessage("ResizePlusSize"); Invoke("Reset", 1); Shot(); CurShop --; Invoke("IsShootFalse",2); } if(CurShop < 1 && Input.GetKeyDown(KeyCode.Mouse0)) { audio.PlayOneShot(NoPatrons); } if(CurShop <= 0) { CurShop = 0; } if(Input.GetKeyDown(KeyCode.R)&& MaxShop > 0 && CurShop < CanReloadShop && IsShoot == false && !animation.IsPlaying("StartReloadingAnimation") && !animation.IsPlaying("EndReloadingAnimation") && !animation.IsPlaying("InsetBulletAnimation")) { animation.Play("StartReloadingAnimation"); Invoke("InsertBulletToShotGun",0.5f); } } void Reset() { Legs.SendMessage("ResizeReset"); } void IsShootFalse() { IsShoot = false; } void GetShell() { Rigidbody InstaShells = Instantiate(Shell,ShellPoint.transform.position,ShellPoint.transform.rotation) as Rigidbody; float PosX = Random.Range(0,ShellSpeed * 5); float PosZ = Random.Range(0,ShellSpeed); InstaShells.velocity = transform.TransformDirection(new Vector3(PosX,0,PosZ)); } void InsertBulletToShotGun() { MaxShop --; Invoke("ProverkaIfNoReload",1); animation.Play("InsetBulletAnimation"); CurShop ++; CanPlayOtherAnims = false; audio.PlayOneShot(ReloadSound); if(IsShoot == false && CurShop < CanReloadShop && MaxShop > 0) { Invoke("InsertBulletToShotGun", InsertBulletTime); } if(IsShoot == false && CurShop > 0) { Invoke("StartEndReloadingAnimation", InsertBulletTime); } } void OnGUI() { GUI.Label(new Rect(10,330,300,100),"Bullets In Clip:" + CurShop); GUI.Label(new Rect(10,300,300,100),"Bullets In Inventory:" + MaxShop); } void StartEndReloadingAnimation() { if(!animation.IsPlaying("InsetBulletAnimation")) { audio.PlayOneShot(Draw); animation.Play("EndReloadingAnimation"); CanPlayOtherAnims = false; Invoke("CanPlayOtherAnimsTrue", 1); } } void CanPlayOtherAnimsTrue() { CanPlayOtherAnims = true; } void Shot () { audio.PlayOneShot(shot); Invoke("GetShell", GetShellTime); MuzzleFlash.renderer.enabled = true; Invoke("NoShowMuzzleFlash",0.07f); GameObject Instashootsmoke = Instantiate(ShootSmoke, SpawnBullets.transform.position, SpawnBullets.transform.rotation) as GameObject; RaycastHit hit; Vector3 position = SpawnBullets.transform.position; if (Physics.Raycast(position, gameObject.transform.TransformDirection(new Vector3(Random.Range(-0.01f, 0.01f) * Raznos, Random.Range(-0.01f, 0.01f) * Raznos,1)),out hit, range, layerMask.value)) { Vector3 contact = hit.point; Quaternion rotation = Quaternion.FromToRotation(Vector3.up, hit.normal); GameObject InstaRikochet = Instantiate (RikochetPoint, contact, rotation) as GameObject; InstaRikochet.transform.parent = hit.transform; if (hit.rigidbody){ hit.rigidbody.AddForceAtPosition(force * gameObject.transform.TransformDirection(new Vector3(Random.Range(-0.01f, 0.01f) * Raznos, Random.Range(-0.01f, 0.01f) * Raznos,1)), hit.point); GameObject InstaBlood = Instantiate (Blood, contact, rotation) as GameObject; InstaBlood.transform.parent = hit.transform; } if (hit.transform.tag == "Vrag") { hit.collider.SendMessageUpwards("ApplyDamage", damage, SendMessageOptions.DontRequireReceiver); GameObject InstaBlood = Instantiate (Blood, contact, rotation) as GameObject; InstaBlood.transform.parent = hit.transform; } if(hit.transform.tag == "Terrain") { GameObject InstaTerParticle = Instantiate (TerrainParticle, contact, rotation) as GameObject; InstaTerParticle.transform.parent = hit.transform; GameObject InstaTerHole = Instantiate (TerrainHole, contact, rotation) as GameObject; InstaTerHole.transform.parent = hit.transform; } if(hit.transform.tag == "Glass") { GameObject InstaGlassParticle = Instantiate (GlassHole, contact, rotation) as GameObject; InstaGlassParticle.transform.parent = hit.transform; } if(hit.transform.tag == "Wood") { GameObject InstaWoodHole = Instantiate (WoodHole, contact, rotation) as GameObject; InstaWoodHole.transform.parent = hit.transform; GameObject InstaWoodParticle = Instantiate (WoodParticle, contact, rotation) as GameObject; InstaWoodParticle.transform.parent = hit.transform; } if(hit.transform.tag == "Metal") { GameObject InstantiateRicochetSound = Instantiate(RicochetSounds[Random.Range(0,2)],contact, rotation) as GameObject; InstantiateRicochetSound.transform.parent = hit.transform; GameObject InstaMetalHole = Instantiate (MetalHole, contact, rotation) as GameObject; InstaMetalHole.transform.parent = hit.transform; GameObject InstaMetalParticle = Instantiate (MetalParticle, contact, rotation) as GameObject; InstaMetalParticle.transform.parent = hit.transform; } if(hit.transform.tag == "Concrete") { GameObject InstaConcreteHole = Instantiate (MetalHole, contact, rotation) as GameObject; InstaConcreteHole.transform.parent = hit.transform; GameObject InstaConcreteParticle = Instantiate (ConcreteParticle, contact, rotation) as GameObject; InstaConcreteParticle.transform.parent = hit.transform; } } if (Physics.Raycast(position, gameObject.transform.TransformDirection(new Vector3(Random.Range(-0.01f, 0.01f) * Raznos, Random.Range(-0.01f, 0.01f) * Raznos,1)),out hit, range, layerMask.value)) { Vector3 contact = hit.point; Quaternion rotation = Quaternion.FromToRotation(Vector3.up, hit.normal); GameObject InstaRikochet = Instantiate (RikochetPoint, contact, rotation) as GameObject; InstaRikochet.transform.parent = hit.transform; if (hit.rigidbody){ hit.rigidbody.AddForceAtPosition(force * gameObject.transform.TransformDirection(new Vector3(Random.Range(-0.01f, 0.01f) * Raznos, Random.Range(-0.01f, 0.01f) * Raznos,1)), hit.point); GameObject InstaBlood = Instantiate (Blood, contact, rotation) as GameObject; InstaBlood.transform.parent = hit.transform; } if (hit.transform.tag == "Vrag") { hit.collider.SendMessageUpwards("ApplyDamage", damage, SendMessageOptions.DontRequireReceiver); GameObject InstaBlood = Instantiate (Blood, contact, rotation) as GameObject; InstaBlood.transform.parent = hit.transform; } if(hit.transform.tag == "Terrain") { GameObject InstaTerParticle = Instantiate (TerrainParticle, contact, rotation) as GameObject; InstaTerParticle.transform.parent = hit.transform; GameObject InstaTerHole = Instantiate (TerrainHole, contact, rotation) as GameObject; InstaTerHole.transform.parent = hit.transform; } if(hit.transform.tag == "Glass") { GameObject InstaGlassParticle = Instantiate (GlassHole, contact, rotation) as GameObject; InstaGlassParticle.transform.parent = hit.transform; } if(hit.transform.tag == "Wood") { GameObject InstaWoodHole = Instantiate (WoodHole, contact, rotation) as GameObject; InstaWoodHole.transform.parent = hit.transform; GameObject InstaWoodParticle = Instantiate (WoodParticle, contact, rotation) as GameObject; InstaWoodParticle.transform.parent = hit.transform; } if(hit.transform.tag == "Metal") { GameObject InstantiateRicochetSound = Instantiate(RicochetSounds[Random.Range(0,2)],contact, rotation) as GameObject; InstantiateRicochetSound.transform.parent = hit.transform; GameObject InstaMetalHole = Instantiate (MetalHole, contact, rotation) as GameObject; InstaMetalHole.transform.parent = hit.transform; GameObject InstaMetalParticle = Instantiate (MetalParticle, contact, rotation) as GameObject; InstaMetalParticle.transform.parent = hit.transform; } if(hit.transform.tag == "Concrete") { GameObject InstaConcreteHole = Instantiate (MetalHole, contact, rotation) as GameObject; InstaConcreteHole.transform.parent = hit.transform; GameObject InstaConcreteParticle = Instantiate (ConcreteParticle, contact, rotation) as GameObject; InstaConcreteParticle.transform.parent = hit.transform; } } if (Physics.Raycast(position, gameObject.transform.TransformDirection(new Vector3(Random.Range(-0.01f, 0.01f) * Raznos, Random.Range(-0.01f, 0.01f) * Raznos,1)),out hit, range, layerMask.value)) { Vector3 contact = hit.point; Quaternion rotation = Quaternion.FromToRotation(Vector3.up, hit.normal); GameObject InstaRikochet = Instantiate (RikochetPoint, contact, rotation) as GameObject; InstaRikochet.transform.parent = hit.transform; if (hit.rigidbody){ hit.rigidbody.AddForceAtPosition(force * gameObject.transform.TransformDirection(new Vector3(Random.Range(-0.01f, 0.01f) * Raznos, Random.Range(-0.01f, 0.01f) * Raznos,1)), hit.point); GameObject InstaBlood = Instantiate (Blood, contact, rotation) as GameObject; InstaBlood.transform.parent = hit.transform; } if (hit.transform.tag == "Vrag") { hit.collider.SendMessageUpwards("ApplyDamage", damage, SendMessageOptions.DontRequireReceiver); GameObject InstaBlood = Instantiate (Blood, contact, rotation) as GameObject; InstaBlood.transform.parent = hit.transform; } if(hit.transform.tag == "Terrain") { GameObject InstaTerParticle = Instantiate (TerrainParticle, contact, rotation) as GameObject; InstaTerParticle.transform.parent = hit.transform; GameObject InstaTerHole = Instantiate (TerrainHole, contact, rotation) as GameObject; InstaTerHole.transform.parent = hit.transform; } if(hit.transform.tag == "Glass") { GameObject InstaGlassParticle = Instantiate (GlassHole, contact, rotation) as GameObject; InstaGlassParticle.transform.parent = hit.transform; } if(hit.transform.tag == "Wood") { GameObject InstaWoodHole = Instantiate (WoodHole, contact, rotation) as GameObject; InstaWoodHole.transform.parent = hit.transform; GameObject InstaWoodParticle = Instantiate (WoodParticle, contact, rotation) as GameObject; InstaWoodParticle.transform.parent = hit.transform; } if(hit.transform.tag == "Metal") { GameObject InstantiateRicochetSound = Instantiate(RicochetSounds[Random.Range(0,2)],contact, rotation) as GameObject; InstantiateRicochetSound.transform.parent = hit.transform; GameObject InstaMetalHole = Instantiate (MetalHole, contact, rotation) as GameObject; InstaMetalHole.transform.parent = hit.transform; GameObject InstaMetalParticle = Instantiate (MetalParticle, contact, rotation) as GameObject; InstaMetalParticle.transform.parent = hit.transform; } if(hit.transform.tag == "Concrete") { GameObject InstaConcreteHole = Instantiate (MetalHole, contact, rotation) as GameObject; InstaConcreteHole.transform.parent = hit.transform; GameObject InstaConcreteParticle = Instantiate (ConcreteParticle, contact, rotation) as GameObject; InstaConcreteParticle.transform.parent = hit.transform; } } if (Physics.Raycast(position, gameObject.transform.TransformDirection(new Vector3(Random.Range(-0.01f, 0.01f) * Raznos, Random.Range(-0.01f, 0.01f) * Raznos,1)),out hit, range, layerMask.value)) { Vector3 contact = hit.point; Quaternion rotation = Quaternion.FromToRotation(Vector3.up, hit.normal); GameObject InstaRikochet = Instantiate (RikochetPoint, contact, rotation) as GameObject; InstaRikochet.transform.parent = hit.transform; if (hit.rigidbody){ hit.rigidbody.AddForceAtPosition(force * gameObject.transform.TransformDirection(new Vector3(Random.Range(-0.01f, 0.01f) * Raznos, Random.Range(-0.01f, 0.01f) * Raznos,1)), hit.point); GameObject InstaBlood = Instantiate (Blood, contact, rotation) as GameObject; InstaBlood.transform.parent = hit.transform; } if (hit.transform.tag == "Vrag") { hit.collider.SendMessageUpwards("ApplyDamage", damage, SendMessageOptions.DontRequireReceiver); GameObject InstaBlood = Instantiate (Blood, contact, rotation) as GameObject; InstaBlood.transform.parent = hit.transform; } if(hit.transform.tag == "Terrain") { GameObject InstaTerParticle = Instantiate (TerrainParticle, contact, rotation) as GameObject; InstaTerParticle.transform.parent = hit.transform; GameObject InstaTerHole = Instantiate (TerrainHole, contact, rotation) as GameObject; InstaTerHole.transform.parent = hit.transform; } if(hit.transform.tag == "Glass") { GameObject InstaGlassParticle = Instantiate (GlassHole, contact, rotation) as GameObject; InstaGlassParticle.transform.parent = hit.transform; } if(hit.transform.tag == "Wood") { GameObject InstaWoodHole = Instantiate (WoodHole, contact, rotation) as GameObject; InstaWoodHole.transform.parent = hit.transform; GameObject InstaWoodParticle = Instantiate (WoodParticle, contact, rotation) as GameObject; InstaWoodParticle.transform.parent = hit.transform; } if(hit.transform.tag == "Metal") { GameObject InstantiateRicochetSound = Instantiate(RicochetSounds[Random.Range(0,2)],contact, rotation) as GameObject; InstantiateRicochetSound.transform.parent = hit.transform; GameObject InstaMetalHole = Instantiate (MetalHole, contact, rotation) as GameObject; InstaMetalHole.transform.parent = hit.transform; GameObject InstaMetalParticle = Instantiate (MetalParticle, contact, rotation) as GameObject; InstaMetalParticle.transform.parent = hit.transform; } if(hit.transform.tag == "Concrete") { GameObject InstaConcreteHole = Instantiate (MetalHole, contact, rotation) as GameObject; InstaConcreteHole.transform.parent = hit.transform; GameObject InstaConcreteParticle = Instantiate (ConcreteParticle, contact, rotation) as GameObject; InstaConcreteParticle.transform.parent = hit.transform; } } if (Physics.Raycast(position, gameObject.transform.TransformDirection(new Vector3(Random.Range(-0.01f, 0.01f) * Raznos, Random.Range(-0.01f, 0.01f) * Raznos,1)),out hit, range, layerMask.value)) { Vector3 contact = hit.point; Quaternion rotation = Quaternion.FromToRotation(Vector3.up, hit.normal); GameObject InstaRikochet = Instantiate (RikochetPoint, contact, rotation) as GameObject; InstaRikochet.transform.parent = hit.transform; if (hit.rigidbody){ hit.rigidbody.AddForceAtPosition(force * gameObject.transform.TransformDirection(new Vector3(Random.Range(-0.01f, 0.01f) * Raznos, Random.Range(-0.01f, 0.01f) * Raznos,1)), hit.point); GameObject InstaBlood = Instantiate (Blood, contact, rotation) as GameObject; InstaBlood.transform.parent = hit.transform; } if (hit.transform.tag == "Vrag") { hit.collider.SendMessageUpwards("ApplyDamage", damage, SendMessageOptions.DontRequireReceiver); GameObject InstaBlood = Instantiate (Blood, contact, rotation) as GameObject; InstaBlood.transform.parent = hit.transform; } if(hit.transform.tag == "Terrain") { GameObject InstaTerParticle = Instantiate (TerrainParticle, contact, rotation) as GameObject; InstaTerParticle.transform.parent = hit.transform; GameObject InstaTerHole = Instantiate (TerrainHole, contact, rotation) as GameObject; InstaTerHole.transform.parent = hit.transform; } if(hit.transform.tag == "Glass") { GameObject InstaGlassParticle = Instantiate (GlassHole, contact, rotation) as GameObject; InstaGlassParticle.transform.parent = hit.transform; } if(hit.transform.tag == "Wood") { GameObject InstaWoodHole = Instantiate (WoodHole, contact, rotation) as GameObject; InstaWoodHole.transform.parent = hit.transform; GameObject InstaWoodParticle = Instantiate (WoodParticle, contact, rotation) as GameObject; InstaWoodParticle.transform.parent = hit.transform; } if(hit.transform.tag == "Metal") { GameObject InstantiateRicochetSound = Instantiate(RicochetSounds[Random.Range(0,2)],contact, rotation) as GameObject; InstantiateRicochetSound.transform.parent = hit.transform; GameObject InstaMetalHole = Instantiate (MetalHole, contact, rotation) as GameObject; InstaMetalHole.transform.parent = hit.transform; GameObject InstaMetalParticle = Instantiate (MetalParticle, contact, rotation) as GameObject; InstaMetalParticle.transform.parent = hit.transform; } if(hit.transform.tag == "Concrete") { GameObject InstaConcreteHole = Instantiate (MetalHole, contact, rotation) as GameObject; InstaConcreteHole.transform.parent = hit.transform; GameObject InstaConcreteParticle = Instantiate (ConcreteParticle, contact, rotation) as GameObject; InstaConcreteParticle.transform.parent = hit.transform; } } } }
Сообщение отредактировал IL-98-YA - Суббота, 08 Сентября 2012, 23:25
ShuckingFit Дата: Суббота, 08 Сентября 2012, 14:54 | Сообщение # 2
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Quote (IL-98-YA )
Оплата: 30 рублей, за скрипт.
То есть за гигантский алгоритм поиска пути и за движение персонажа влево-вправо ты попросишь одинаковую оплату?
IL-98-YA Дата: Суббота, 08 Сентября 2012, 15:00 | Сообщение # 3
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Quote (ShuckingFit )
То есть за гигантский алгоритм поиска пути и за движение персонажа влево-вправо ты попросишь одинаковую оплату?
уже исправил... потому что это действительно несколько смешно выглядит xD
Novatorvlad Дата: Понедельник, 10 Сентября 2012, 18:19 | Сообщение # 4
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А самому делать игры уже не прет ?)
Девбложек
Nekit_Aut Дата: Понедельник, 10 Сентября 2012, 18:39 | Сообщение # 5
The Dizziness - Man
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IL-98-YA , Не майся дурью. Пиши себе какой нибудь проект и будь спокоен. Или ты хочешь так денег заработать?
IL-98-YA Дата: Понедельник, 10 Сентября 2012, 21:33 | Сообщение # 6
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Nekit_Aut , Novatorvlad , я пишу проект, а это простой способ заработка денег...
ЕщёОдинSk0rpi0n Дата: Понедельник, 10 Сентября 2012, 22:15 | Сообщение # 7
был не раз
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Я б тебе за пример с дробовиком руки вырвал. На кой ляд тебе столько переменных!? Да и почему только FPS? Ведь можно запилить простые скрипты под любой жанр(к примеру, управление камерой для стратегии - это же элементарно).
Tixy Дата: Понедельник, 10 Сентября 2012, 23:00 | Сообщение # 8
был не раз
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А на каком языке там програмируешь?
=)
IIyxMASTER Дата: Вторник, 11 Сентября 2012, 07:01 | Сообщение # 9
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кстати да, пример с дробовиком печалит. Как то слишком всего дохрена. И вообще ощущение, будто код 2 раза вставлен...
Nekit_Aut Дата: Вторник, 11 Сентября 2012, 08:48 | Сообщение # 10
The Dizziness - Man
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IL-98-YA , Есть множество способов заработать. Мало кто тебя наймет. Создал бы тогда лучше 2d игру на юнити без плагинов и сдай на фалко. И повышение опыта и заработаешь хоть что-нибудь.
Novatorvlad Дата: Вторник, 11 Сентября 2012, 11:53 | Сообщение # 11
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Quote (Tixy )
А на каком языке там програмируешь?
Паскаль Quote (Nekit_Aut )
Создал бы тогда лучше 2d игру на юнити без плагинов и сдай на фалко.
А есть еще варианты для заработка ?))
Девбложек
Stalker_Shooter Дата: Вторник, 11 Сентября 2012, 15:27 | Сообщение # 12
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Quote (Novatorvlad )
А есть еще варианты для заработка ?))
Купи лицензию и сделай тоже самое для Андроида...
*Не убегай от снайпера, умрешь уставшим. *Мои статьи...
IL-98-YA Дата: Среда, 12 Сентября 2012, 17:07 | Сообщение # 13
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Quote (ЕщёОдинSk0rpi0n )
Я б тебе за пример с дробовиком руки вырвал. На кой ляд тебе столько переменных!? Да и почему только FPS? Ведь можно запилить простые скрипты под любой жанр(к примеру, управление камерой для стратегии - это же элементарно).
1) там плюс ко всему, идет управление камерой(управление камерой... например чтобы камера немного двигалась при перезарядке, и и тому подобное), идет управление прицелом... он динамический, то есть например: выстрелили отправляется сообщение объекту со скриптом прицела, прицел увеличивается... так же гильза вылетает через некоторое время... короче, многие переменные(которые вы называете не нужными) нужны для передачи сообщений другим объектам... 2) я опираюсь больше на шутера от 1-го лица... Если заказчику оочень хочется могу и другие попробовать написать...Добавлено (12.09.2012, 17:04) --------------------------------------------- кароч Модераторы(или админы) ЗАКРОЙТЕ ТЕМУ!!!
Добавлено (12.09.2012, 17:07) ---------------------------------------------
Quote (Tixy )
А на каком языке там програмируешь?
C#, Novatorvlad , на паскале похоже только вы пишите...