Create an FPS Weapon in Unity (Part 4 - Ammunition)

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Coursera Project Network
Neste Projeto Guiado, você irá:

Understand how to detect keystrokes from the player

Create modular code and reusable components for in-game objects

Understand the principles behind Dictionaries and Enumerated types, and the concepts of Interfaces, Inheritance and Polymorphism

Clock2 hours
BeginnerBásico
CloudSem necessidade de download
VideoVídeo em tela dividida
Comment DotsInglês
LaptopApenas em desktop

In this extended-length, two-hour, project-based course, you'll learn how to add a bullet-count to a weapon in an FPS game. You'll also learn how to create a reload mechanic, create a pick-up for new ammunition and create a new weapon for the player to pick up and use. This guided project will introduce you to the following Unity concepts: - Prefabs - Animation - Triggers - Inheritance - Coding techniques including the Input class, KeyCodes, Interfaces, Inheritance and Polymorphism This is Part 4, the special, extended-length finale of our four-part series on creating a weapon for your FPS game. In Part 1, we covered equipping your FPS player with a revolver. In Part 2, we learned how to create visual effects when the player pulls the trigger. Part 3 showed you how to set up the weapon's properties and apply damage effects to destructible GameObjects. This is a stand-alone guided project, but because this is the final part of the "FPS Weapon" series, it is recommended that you complete the first parts before commencing this guided project. This series also makes use of the western-themed Unity project created in Control physics with C# in Unity and the VM-compatible FPS Player script written in Create a VM Compatible First Person Camera. These compliment this guided project and, although not prerequisites, are recommended for a more well-rounded understanding of the concepts presented herein.

Habilidades que você desenvolverá

Video-game DevelopmentC sharp (C#) Programming LanguageUnity 3DUnityApplication development

Aprender passo a passo

Em um vídeo reproduzido em uma tela dividida com a área de trabalho, seu instrutor o orientará sobre esses passos:

  1. Introduction, License-Activation, and Recap

  2. Add Ammunition to Weapon

  3. Create a Basic Reload Animation

  4. Reload Weapon with a Keystroke

  5. Hold Fire While Reloading

  6. Create a Simple Inventory System

  7. Connect Weapon to Inventory

  8. Create a Weapon-Magazine Pick-Up

  9. Create a Shotgun

Como funcionam os projetos guiados

Sua área de trabalho é um espaço em nuvem, acessado diretamente do navegador, sem necessidade de nenhum download

Em um vídeo de tela dividida, seu instrutor te orientará passo a passo

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