Shooter API

shooter.Fire(bullet);

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 Shooter

The Character Shooter component 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.

Events

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

Queries

You can also query different states without any performance overheads. All queries start with the prefix is- and return a bool.

  • isAiming Returns true if the Character is aiming

  • isChargingShot Returns true if the Character is charging a shot

  • isReloading Returns true if the Character is currently reloading the gun

  • isDrawing Returns true if the Character is pulling the gun

  • isHolstering Returns true if the Character is holstering the gun

Methods

There are many methods that allow you to interact with the Shooter module.

IMPORTANT! Some methods return an IEnumerator. This methods are coroutines and can't be called like you would normally do, but instead:

StartCoroutine(this.Method_I_Want_To_Call());

Notice how the method is called inside the StartCoroutine, not just passed as an argument. For more information about Coroutines, follow this link.

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

IEnumerator Reload()

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 AimingBase class is an abstract class that requires an instance from one of the following specific classes:

  • AimAtTarget Aims at a specific target and will keep pointing at it until told otherwise. Useful for locking in targets.

  • AimingCameraDirection Aims where the camera looks at. Useful for games that use the first person motor or the adventure camera motor.

  • AimingGroundPlane Aims where the mouse points at, along the surface of a horizontal plane surrounding the shooter. Specifically designed for top-down shooters.

  • AimingMuzzleForward Aims where the muzzle points.

  • AimingSideScrollPlane Aims 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.

void StopAiming()

Stops aiming with the weapon.

void Shoot()

Shoots wherever the character is aiming at. Mind that where the Character aims at is specified using the StartAiming method.

void StartChargedShot()

Starts charging a shot. This method must always be proceeded by the ExecuteChargedShot().

void ExecuteChargedShot()

Executes a charged shot. This method must be preceded by a StartChargedShot(). Otherwise it will be ignored.

float GetCharge()

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 StartChargedShot() and ExecuteChargedShot(). Otherwise it will always return 0.

int GetAmmoInClip(string ammoID)

Returns the amount of ammunition in the weapon's clip. The ammoID is 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.

There are a few more undocumented methods available, but shouldn't be of interested. However, if you are curious about them, you can open the CharacterShooter script and examine them. The names are quite self-describing.

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