Добавить движущегося противника, который при обнаружении персонажа

должен стрелять в него. ( типа стреляет)
This commit is contained in:
Valya 2026-03-22 03:00:25 +03:00
parent 7a155dfb5e
commit e5da7ed93f
143 changed files with 15687 additions and 11 deletions

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--------------Dark Big Ghosts LITE----------------------------
This pack contains 3d Model and Animations of a Dark Big Ghost.Best fit for fun and Creepy games.You can use this pack commercially.
Note : This is a Lite version of our asset "Dark Big Ghosts"
Technical Details:-
- Character : Big Ghost
- Props (Toggleable) : Hat, Axe and Devil head horns
- Prefabs : 10
- Poly count (in Tris) : 3340 (Big ghost with Props)
- Animations : 2 (Idle, Look)
- Used Material(s) : Unity standard material
- Texture maps : Albedo/Base Color, Emission
- Texture Size : 2048 x2048 (Png Fromat)
Features:-
- Lowpoly model (Best for PC and Mobiles)
- Props can be toggled On/Off
- Mobile/AR Ready asset
- UV Unwrapped
- You can add Custom PBR textures
- Smooth animations (Seamless loop)
- High quality textures
- Textures can be Easy to edit/modify
- Demo scene, Colliders included
Folder details:-
Materials : Where the materials for the model located.
Meshes : Contain FBX format of the 3d model.
Textures : Contains Textures, that are in (.PNG) file format
(Other folders - Prefabs, Scenes)
How to use:-
Simply drag and drop the prefab from Prefab folder to your scene and use it.
About Us : "SR Studios Kerala", Game developing company located in Alappuzha, Kerala, India
Contact : srstudioskerala@gmail.com
................Thanks for downloading this package................................

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace namespace_animclip_offset{
public class anim_clip_offset : MonoBehaviour
{
private Animator animator;
// Start is called before the first frame update
void Awake()
{
animator = GetComponent<Animator>();
Play_Animationclip_offset();
}
void Play_Animationclip_offset()
{
AnimatorClipInfo[] clip_name = animator.GetCurrentAnimatorClipInfo(0);
AnimationClip anim_clip = clip_name[0].clip;
float time = Random.Range(0f, anim_clip.length);
int clip_position = animator.GetCurrentAnimatorStateInfo(0).shortNameHash;
animator.Play(clip_position, 0, time / anim_clip.length);
}
void Update(){
}
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