What makes the Engineer a brilliant anti-Scout class is his sentry gun; a high-damage, high health and extremely accurate auto-turret capable of acting as a wall to a Scout, due to the nature of a sentry a Scout cannot dodge the sentry's bullets, meaning the Scout's speed and double jump will not help him at all, his flimsy health means the
Streaming, rent, or buy Demon Slayer: Kimetsu no Yaiba - Season 2: Currently you are able to watch "Demon Slayer: Kimetsu no Yaiba - Season 2" streaming on Crunchyroll, Funimation Now or buy it as download on Google Play Movies.
The next episode is titled "Assassin's Bullet." HULU. Hulu will also host the new episode of Attack on Titan Season 4 on its streaming service. The streaming service is offering a free trial for
Niccolo (ニコムNikoro?) is a former Marleyan soldier who served on Marley's Navy and was part of the first survey fleet to Paradis Island after the failed Paradis Island Operation. After being taken captive, he begins working on the island as a chef for the Eldian military. Niccolo is a young Marleyan man of tall stature and slim build. He has a petite pointed nose and is blond, with his
Giorno's childhood was filled with unhappiness and loneliness due to bullies and the abuse by his stepfather. During his early childhood, he was initially cold and uncaring towards anyone and believed himself to be scum just for the way people treated him. Those that knew him easily thought he'd grow up to become a twisted individual.
N6tAU. "Ikaw ang balang gagamitin ko para makapaghiganti sa pamilya mo!" nagpupuyos sa galit na saad ni Gun. Gamit ang kanang kamay hawak niya sa leeg si Bullet. "Kung ikaw ang baril na kakalabitin ko para sa hustisiyang gusto mo at kaligayahang inaasam mo. Kahit ikamatay ko, susugal ako para sa iyo," pilit na bigkas ni Bullet kahit pa nga nahihirapan na siyang huminga mula sa pagkakasakal ni Gun. Itinutok niya ang baril kay Bullet. Galit na galit niyang itinutok ito sa sentido ng babae. Si Bullet naman ay napangiti, dahil kahit alam na niya ang kanyang kahihinatnan, kahit alam na niyang mamamatay siya sa kamay ng pinakamamahal niyang si Gun ay nagagawa pa rin niyang ngumiti. Dahil kahit ganoon, kasama niya pa rin ito, nakikita niya ngayon at nahahawakan. Na kahit sa huling sandali ng buhay niya, kasama niya ang lalaking pinag-alayan niya ng lahat. Ngumiti siya pero may luhang rumagasa sa kanyang mga mata. Nakangiti siya pero may pait sa kanyang panlasa. Nakangiti siya pero unti-unti na siyang pinapatay sa loob, ang isiping ang kamatayan niya ang kalayaan at kaligayan ng lalaki. "Handa akong mamatay para makalaya ka sa paghihiganti mo. Para makalaya ka sa hinanakit na dala ng nakaraan mo, Gun. Ganoon kita kamahal. Ganoon ko kayang magsakripisyo para sa ikaliligaya mo. Mahal kita," muli niyang saad habang hilam na ng luha at halos hindi na niya maaninag ang lalaki. Mas lalong idiniin ni Gun ang baril sa kanyang sentido, naglandas na rin ang luha sa kanyang mga mata. Bagay na hindi niya nagagawa sa iba, ang iyakan ang mga ito. "Kung sana hindi ka naging anak ng taong kinasusuklaman ko! Kung sana ibang tao ka na lamang, sana isa ka sa kaligayahan ko!" Lumuluhang saad ni Gun sa kanya. Nanginginig na kinakalabit ang gantilyo ng baril. "Patawarin mo ako kung mas naging matimbang ang galit ko kesa sa pagmamahal na meron ako sa iyo," nahihirapang palahaw ni Gun bago kalabitin ang baril. Alingawngaw ng putok ng baril ang narinig sa kuwartong iyon. Kasabay ng pagbagsak ng isang katawan na wala ng buhay, naliligo sa sariling dugo. Napaluhod si Gun sa sahig habang tumatawa. Parang baliw na tumatawa ito pero ang luha ay ayaw magpaawat sa pagpatak. Nanginginig na tinitigan ang duguang kamay. "Nanalo ba ako, ikinapanalo ko ba ang pagpatay ko rin sa puso ko?" piping tanong niya sa sarili bago itinutok ang baril sa sariling sentido. "Siguro sa kabilang buhay, o kapag isinilang tayong muli, sana iba na ang nakatadhana sa atin. Sana hayaan na tayong lumigaya sa piling ng isa't isa. Sana malaya na tayong magmahal. Malaya na kitang mahalin. Mahal kita, Bullet."
ShopUpgrade to CoreGet CoreJoinLog InGet Core Membership60% off for a limited time!Get CoreThemeDisplay Mature ContentGet Help and Send FeedbackTerms of ServicePrivacy PolicyDeviation ActionsMore by ducphamduySuggested DeviantsvimarkThemeFinlandBisBiswasSuggested CollectionsFGOFatefateYou Might Like…ByducphamduyPublished Dec 1, 2009816 ViewsDescriptionInspiration from a song of Gun and Rose - " November Rain " One of my project in Art Eduction HCMC of Architecture , November 2009 . Great to Trang Truong Thien Fifi for her support Image detailsImage size1024x682px KBCreative Commons Attribution-Noncommercial-No Derivative Works LicenseComments1Join the community to add your comment. Already a deviant? Log Inzombiez811Dec 3, 2009beautiful tracing
Gun Plugin for Godot These two scripts examples/GunScripts/ examples/GunScripts/ can be used to quickly bootstrap guns and physics simulated bullets. Check out the examples/ directory for working scenes. How To Attach the scripts to your Gun/Bullet scenes and examine the Script Variables that appear. Variables auto_fire - shoot automatically as soon as can_fire is set to true. Disable if gun will be shot manually. fire_delay - time span between shots where can_fire is false reload_delay - time it takes to reload a clip of ammunition ammo - max ammo of the weapon, once it hits 0 the weapon cannot fire anymore. set to -1 for infinite clip_size - number of bullets in a clip/magazine. Bullets in the same clip have a fire_delay between them before the clip empties and reload_delay must be called shots - an array of strings that reference bullets scenes. The whole array will be fired every volley Functions setters - set_clip_size, set_can_fire will begin auto firing if it's true, set_ammo reload - sets can_fire to false, waits for reload_delay before shooting again fire - exits if can_fire is false. spawns a new bullet scene for every bullet in shots. Sets vars up for the next bullet volley. Signals volley_firedbullets_array - all the bullets in shots have been created. To connect to bullet signals, call connect on each bullet in the passed array. out_of_ammo - ammo has hit 0 and gun cannot be shot until more ammo is added clip_empty - reload must be called before firing again can_fire_again- gun is ready to shoot Scene Requirements is expecting to be placed upon a Node2D or Node2D child. It requires a Node2D child named "GunSprite". Variables fire_pos_offset - coordinate offset of bullet's spawn location upon the gun. Useful for placing bullet spawn location on a sprite, and ensuring bullets don't overlap when multiple are fired. follow_gun - if true the bullet will be added as a child to the gun, and will move with the gun. Useful with laser beams. size_scaling_velocity - added to the bullet's sprite's scale every frame, up to a max_size_scale. Again, useful for laser beams max_size_scale - see size_scaling_velocity fit_collider_to_sprite - automatically resizes bullet's polygon to perfectly fit its sprite. deleted - set to true when the object is kill and thus free kill_on_collide killed on first contact, requires the body to enable Contact Monitor and Contacts Reported >0 kill_viewport_exit killed when leaving view port, doesn't always work if spawned outside of view port and never enters the view port kill_after_time killed after a set amount of time, -1 disables kill_travel_dist killed after traveling a certain distance may be removed as Time is similar and more performant, -1 disables Notice there is no speed. Speed is found using the magnitude of your bullet's Linear Velocity rigid body property, and is set in the direction the gun was pointing when fired. Functions setters - set_fit_collider_to_sprite, set_kill_after_time , set_kill_on_collide, set_kill_travel_dist, set_kill_viewport_exit setupgun_fired_from - saves the fun, sets parent node, sets pos on gun, sets velocity, that sort of thing. Must be called when spawning from a gun done automatically for consumers, shouldn't have to worry about this unless you are extending the classes. set_targettarget_node, PID_Kp, PID_Ki, PID_Kd - sets the node the bullet should track, utilizing its PID controller ref1, ref2 for targeting calculations. PID_K? parameters are the gain scalar multiplied by different types of angle error p = proportional/current, i = integral/sum of past d=derivative/speed of change. If negative, these values will not set the class variables will be ignored. Signals bullet_killedself - bullet has met some kill condition and has been free'd. Consider releasing some particles and such. Scene Requirements is expecting to be placed upon a RigidBody. It needs a CollisionShape2D child named "CollisionPolygon" and, if you are using fit_collider_to_sprite, a "Sprite" child. Common Issues Bullets collide with character Usually a gun will be placed on/inside a ship, character, etc's body. To ensure it does not collide with its overlapping body, you must modify Collision Layers and Collision Masks. Gun is too boring Connect particle effects and animations to Gun/bullet signals to juice things up. Bullet physics are wonky/weird/bad Try modifying the params on your bullet's rigidbody scene. Turn off gravity, friction, increase speed, etc. Contributing Always welcome! To Do Enable bullets for path follow in addition to physics Make applicable to 3D License MIT License MIT Copyright c 2017 James R. Lowrey Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files the "Software", to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
Guns and Bullets 2 This project is a set of generic gun and bullet components to be futher expanded upon for specific projects. They are designed around my usual use case of fast moving bullets fired from vehicles. The goal of this project was to create a sort of "canonical" version of bullet and gun code that I so frequently write and rewrite. Rather than constantly pulling and gutting code from old projects, it'd be nice to have a single package that I can just import. Features Guns with optionally limited ammo Bullets can be fired with random deviation Simple handling for effects such as muzzle flashes and impacts Guns can have multiple barrels that are fired simultaneously or sequentially "Physical" bullets with travel time Gimballing to allow for auto-aim style mechanisms Option for thick bullets to test bullets with volume Architecture allows for accurate prediction of impact point Bullets can inherit motion automatically from a parent Rigidbody Optional ability for bullets to ignore specific objects to prevent shooting yourself Optional ability to self destruct on timeout Bullets have length to them, for more visually accurate hit detection This project was built in Unity Download You can either clone the repository or download the asset package located in the root. Guns The guns themselves are pretty straightforward. They fire automatically at a set rate of fire as long as IsFiring is set to true. If only a single shot is desired, the FireSingleShot function can be used. Using GetPredictedImpactPoint, the exact path of a bullet can be predicted. See Prediction for more information. The gun uses a Fire Point system to determine where bullets and muzzle flashes are to be placed. This allows for weapons with multiple fire points. If no fire points are assigned FirePoints array is left empty, then the gun will fire bullets from whatever Transform the Gun script is attached to. Fire points can be fired simultaneously, or sequentially. Ammo can optionally be used to limit the number of shots the gun can fire. To reload a gun to its maximum ammo count, call ReloadAmmo. Ignoring Collisions Bullets have several options for blacklisting Rigidbodies and Colliders from their own hit detection. The most common use for this, is to prevent a bullet from shooting the thing it fired it. This information cannot be filled out automatically, so the Gun will pass that information to the Bullet when it is fired. By default, a gun will try to get a reference to a parent Rigidbody. If the firing object has a Rigidbody, this is enough, and the preferred method. If any additional rigid bodies need to be ignored, the AddIgnoredRigidbody function can be used. If the firing object does not have a Rigidbody, then the AddIgnoredCollider function can be used to add a list of colliders for the bullet to ignore. This must be called manually, typically by whatever object is firing the gun. The list is persistent, so it only needs to be set once. Limitations As with the bullets, I feel this component is generic enough to cover 90% of the use cases I'm interested in with little to no modification. However, there is one caveat to keep in mind Fire rate is handled by checking time since the last shot, once every frame. This means that a gun cannot fire faster than its update loop. When firing from FixedUpdate, this translates to whatever your Fixed Timestep is set to in project properties. By default, this is For extremely fast firing guns, the code must be extended, the rate of updates increased. The problem can also be somewhat worked around by firing from multiple fire points at the same time. If you start running into this limitation, you should also consider if you really need that many bullets flying in the air, as ultra-high rates of fire coming from enough guns can saturate a game with enough raycasts to slow it down. Recoiling Barrels Barrels can optionally be configured to recoil upon firing. To enable this feature, add the Transform of the barrel object to the RecoilingBarrels list. To work correctly with multiple fire points, make sure to assign this list in the same order as the FirePoints list. if you have a left and right fire point in the FirePoints list, add the left and right barrels to RecoilingBarrels in that same order. Upon firing, barrels will translate backwards in the local Z axis. There are no checks to make sure the barrel gets fully reset after each shot. If the fire rate fast enough that the barrel doesn't have enough time to reset, it'll be continually pushed backwards! Bullets Below is miscellaneous technical documentation. The Functions The most important functions describing how the bullets work are these three CalculateBulletMotion RunRayHitDetection RunThickHitDetection These three functions get used in the UpdateBullet function to both move it and detect if the bullet has hit an object. Since these functions do not rely on any state information held in the bullet itself, they can be called with any arbitrary starting positions to run the bullet for one frame. In normal use, this just means it gets called in the FixedUpdate loop, but they can also be used to simulate a hypothetical bullet, its flight path, and a target it may hit. CalculateBulletMotion Straightforward function for linear bullets with optional gravity modifier to take gravity into account. There is no calculation for drag or anything more complex than that. Anything more is too project-specific, so it's up to you to specify if need be. I find that this type of motion is good enough for the vast majority of cases. CalculateRayHitDetection One of the hit detection methods. This uses a very simple Raycast forwards one frame to see if the bullet will hit something. The raycasting allows for bullets to never tunnel through an object due to high speeds. CalculateThickHitDetection The alternative hit detection method. Instead of a raycast, this uses a SphereCast for hit detection. This method is more expensive, but can be more robust and useful for things such as visibily large bullets or a form of making hit detection more forgiving. For both optimization and game-design purposes, thick hit detection only checks layers specified in the bullet's TargetMask property. See the ThickBullets section for more details. Damage This project does not include any kind of damage system. This is implementation specific, so you will need to add your own code for handling damage. There are two convenient places to place handling damage code marked with //TODO comments. Explosions Using the ExplodeOnImpact and ExplodeOnTimeout properties, bullets can be set to explode. Functionality for this is very limited, since the exact needs of an explosion system vary depending on the project. As with damage, it is expected for a user to fill in their own code for handling damage. Explosions and impacts are configured to use different effects, which can be specified using the ExplodeFXPrefab and ImpactFXPrefab properties. Moving in FixedUpdate vs. Update The rule of thumb for this is if you are using a physics based project, you will need to set MoveInFixed to true. If the bullets are updating in a different update loop from the rest of the game, they will move in a very stuttery fashion. Nearly all my projects are physics-based, so this defaults to true. Limitations The code in this project is very simple. While it is generic enough to cover what I feel is 90% of use cases involving fast bullets, there are some limitations to keep in mind. This solution is designed around bullets that will be traveling at fast speeds relative to their targets. If the targets travel at similar speeds, or faster, than the bullets, then it is possible for the hit detection to be unreliable, particularly when using the ray versions of hit detection. Neither the bullets, nor the impact effects, are pooled. Pooling is too project specific to include here, so keep in mind that you may want to write a pooling system for bullets, or rolling them into one you're already using, if bullet spawning/destruction becomes a bottleneck. Special Bullet Features This project contains many special little features that I've come to find useful in the types of games I make. Gimballing An optional feature that I often find myself repeatedly implementing is gimballing guns. The idea behind this is to allow the gun to hit a precise point without necessarily aiming the gun directly at that point. This is very useful for things such as auto-aim, AI controlled weapons, and ensuring that guns converge on a crosshair. Set UseGimballedAiming to true to enable gimballed aiming. GimbalTarget is the position the gun will try to fire bullets at when gimballing is enabled. GimbalRange is the maximum degrees off boresight that the gun can gimbal bullets towards. Set GimbalOnlyWhenInRange iif you want the gun to aim at GimbalTarget only when it is within the GimbalRange. Thick Bullets Another optional feature of bullets is to use "thick bullets." Rather than point raycasting, they instead use spherecasts to simulate bullets with volume. This is more expensive than the normal point raycasting, and performs the SphereCasts in addition to the point raycasts. Aside from being used to simulate large bullets such as a cannon ball, it can be also be used to exaggerate the size of hitboxes to make hitting small and fast targets easier for the player. Thick hit detection is only done against objects on the layers defined by ThickHitLayers! Set IsThick to enable thick bullet hit detection using the diameter set by BulletDiameter. Setting the Layers ThickHitLayers are the layers that thick hit detection is used for. This is separate from normal hit detection for game design and optimization reasons. When thick bullets use the same hit detection as everything else, they will get caught on terrain or the environment in sometimes undesirable ways. Thick bullets using separate hit detection allows them to do the SphereCasts only for relevant objects hitboxes. Keep in mind that the SphereCasts are done in addition to normal bullet hit detection. If you'd like all hit detection to be done thick, then make sure to set the RayHitLayers mask to Nothing. Prediction A normal bullet uses the CalculateBulletMotion and RunHitDetection functions to step through its motion and hit detection in a FixedUpdate function. Since these functions do not rely on the current state of the bullet, they can be used by other classes to simulate a bullet and have it step through all of its normal code, using its properties. In this project, the Gun class has a GetPredictedImpactPont function which does exactly this. This simulates a shot from the gun with the guns own parameters, and the bullet prefab that it uses. Since the GetPredictedImpactPoint function is using exactly the same hit detection and motion functions that the bullet itself uses, any additions to bullet motion such as complex drag models or hit detection will automatically be used. The smaller the timestep passed into the GetPredictedImpactPoint function, the more accurate the prediction. To get the most accurate prediction, use the same timestep as the Physics timestep set in Project Settings. Be aware that this can become an expensive function, especially for long lasting bullets at low timesteps, since it is essentially running the entire bullet's lifetime in the course of one frame. var simTime = 0f; var maxSimTime = while simTime < maxSimTime && !willHitSomething { simPosition, simVelocity = simPosition, simVelocity, timeStep; willHitSomething, hitInfo = simPosition, simVelocity, timeStep; if willHitSomething { willHitSomething = true; hitPosition = } simTime += timeStep; } Automatically Inherit Velocity Set AutoInheritVelocity to true to enable fired bullets from a gun inheriting the velocity of their gun's parent. Velocity inheritance is accomplished by getting the Rigidbody in its parent. Inheriting velocity is realistic, but can be undesirable in some cases, so this is left optional. If you have a specific value you'd like to use for inherited velocity, or you are not using a Rigidbody, the inherited velocity can be manually overridden by setting the public InheritedVelocity property. Ignoring Collision with Objects It's often that you will want a projectile to not collider with the object that fired it. Before a Bullet is fired, the functions AddIgnoredRigidbody and AddIgnoredCollider can be used to set exceptions for the bullet's hit detection. When possible, prefer ignoring a Rigidbody since it's more robust and slightly more performant than ignoring specific Colliders. See Ignoring Collisions for more details on usage. IgnoreOwnRigidbody The Gun class contains convenience functions to automatically ignore its own Rigidbody when firing bullets. If you'd like to shoot yourself, set this property to false. Bullet Length Since the origin of the bullet GameObject is used for hit detection, it can be useful to offset the hit detection forwards by the length of the bullet, especially for longer bullets. This can prevent the visuals of a bullet from intersecting an object before it counts as a collision. This can also make collision detection feel more correct from the player's perspective as a perceived "late" hit can feel unresponsive. The above image shows an example of what this prevents. The two bullets furthest from the camera have their BulletLength value set to the length of their bullets, while the three nearest to the camera use the default value. To use this correctly Align the visuals of your bullet such that the "tail" of the bullet is at the origin, and the "head" of the bullet is somewhere in the Z+ direction. Enable Show Debug Visuals to show the bullet length crosses. Adjust the BulletLength property so that the front cross aligns with the front tip of your bullet. Changelog September 22 2021 Bullets can now have their hit detection offset by their length July 30 2021 Fixed bug where explosion effect wasn't being called on explosion Mar 7 2021 Added optional ability for barrels to recoil from guns Changed the language around such that "fire points" are where bullets come from, "barrels" are visual things that recoil Firing no longer uses queues and instead just cycles indices in order to take up neglibly less resources Fixed bug where setting the gun to use the normal Update as opposed to FixedUpdate would result in uncontrolled firing Added new test scene demonstrating the recoiling barrels Jan 31 2021 Released
DescriçãoFelipe Vieira Karas Jogo no velho estilo do arco e flecha, só que com armas e balasGun and Bullet é um jogo no velho estilo do arco e flecha. Como hoje em dia os arcos e flechas já estão meio ultrapassados você tem uma arma e balas. Ao evoluir no joguinho você ganha pistolas, espingardas, rifles, lança-granadas e até mesmo lança-chamas! Ideal para quem acha que a diversão está nas coisas simples.
gun and bullet truyện