Same way you use Triggers, Conditions and Actions to interact with the Shooter module, you can write your own scripts to do the same. Here's an overview of the Shooter API.
Character Shootercomponent contains a bunch of public methods that allow you to interact with how this Character will behave. It is important to notice that the Player uses another component called
Player Shooter, but it inherits from
Character Shooter, so everything available in one is available too on the other one.
There are a few events you can subscribe to in order to react when the Character Shooter performs certain tasks.
eventEquipWeapon<Weapon>Event raised whenever the Character equips a weapon.
eventUnequipWeapon<Weapon>Event raised whenever it unequips a weapon.
eventChangeAmmo<Ammo>Event raised whenever it changes its type of ammo.
eventReload<Weapon, Ammo>Event raised whenever the Character reloads.
eventShoot<Weapon, Ammo>Event raised whenever the Character shoots.
eventChargedShotStart<Weapon, Ammo>Event raised whenever it starts charging.
eventChargedShotStop<Weapon, Ammo>Event raised whenever it ends a charged shot.
eventAim<bool>Event raised whenever the Character starts or stops aiming
You can also query different states without any performance overheads. All queries start with the prefix
is-and return a bool.
isAimingReturns true if the Character is aiming
isChargingShotReturns true if the Character is charging a shot
isReloadingReturns true if the Character is currently reloading the gun
isDrawingReturns true if the Character is pulling the gun
isHolsteringReturns true if the Character is holstering the gun
There are many methods that allow you to interact with the Shooter module.
IEnumerator ChangeWeapon(Weapon weapon, Ammo ammo = null)
Changes the currently equipped weapon and ammunition. If no ammunition is provided, the one set by default in the weapon will be used.
void ChangeAmmo(Ammo ammo)
Changes the currently equipped ammunition
Reloads the currently equipped weapon if possible
void StartAiming(AimingBase aiming)
Starts aiming with the weapon. It is required for the Character to be holding a weapon before. The
AimingBaseclass is an abstract class that requires an instance from one of the following specific classes:
AimAtTargetAims at a specific target and will keep pointing at it until told otherwise. Useful for locking in targets.
AimingCameraDirectionAims where the camera looks at. Useful for games that use the first person motor or the adventure camera motor.
AimingGroundPlaneAims where the mouse points at, along the surface of a horizontal plane surrounding the shooter. Specifically designed for top-down shooters.
AimingMuzzleForwardAims where the muzzle points.
AimingSideScrollPlaneAims where the mouse is along a vertical plane. This plane can be set along the X axis or the Z axis. Specifically designed for side scroll games.
Stops aiming with the weapon.
Shoots wherever the character is aiming at. Mind that where the Character aims at is specified using the
Starts charging a shot. This method must always be proceeded by the
Executes a charged shot. This method must be preceded by a
StartChargedShot(). Otherwise it will be ignored.
Gets the amount of charge being accumulated. The result is a value between 0 and 1, which indicates the percentage of the charge.
This method should always be called between
ExecuteChargedShot(). Otherwise it will always return 0.
int GetAmmoInClip(string ammoID)
Returns the amount of ammunition in the weapon's clip. The
ammoIDis the identifier of the Ammo object.
int GetAmmoInStorage(string ammoID)
Returns the amount of spare ammunition the character has. This is the total amount of ammunition available minus the amount in the clip.
void SetAmmoToClip(string ammoID, int amount)
Sets the amount of ammunition in the clip without triggering a reload.
void AddAmmoToClip(string ammoID, int amount)
Adds the amount of ammunition specified in the clip without triggering a reload.
void SetAmmoToStorage(string ammoID, int amount)
Sets the amount of spare ammunition.
void AddAmmoToStorage(string ammoID, int amount)
Adds a certain amount of ammunition to the spare ammo. This method is the one that should be called whenever the Character collects ammo from enemies killed or around the environment.