Learn how to extend our ScriptableObject gun system to support shrapnel shooting shotguns (or any other type of multi-bullet-per-shot gun)!
We'll also go into how to add knockback to arbitrary objects using our ICollisionHandler and some new interfaces!
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📚 Resources:
⚫ Full Gun Series Playlist in case you're new here: • Scriptable-Object Based Gun System Fr...
⚫ Editor Scripting Tutorials:
⚫ AI Series 51 for more in-depth explanations regarding Knockback & AI:
⚫ Physic Materials, Explained: • Physic Materials, Explained. | Unity ...
⚫ Collision Impulse: https://docs.unity3d.com/ScriptRefere...
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Chapters:
00:00 Topic Introduction
00:45 High Level Overview
02:08 Configure a Shotgun
04:12 Support Minimum Spread & Add Multiple Bullets per Shot - ShootConfigScriptableObject.cs
05:18 Update Editor Script - ShootConfigScriptableObjectPropertyDrawer.cs
06:23 Configure New Values
06:47 Shoot Multiple "Bullets" Per Shot - GunScriptableObject.cs
07:28 Finalize Configuration to Test it
09:15 Demo Shotgun
09:57 Knockback - Create Physic Materials
11:13 Enemy AI - Key Components
11:54 Knockback Configuration - KnockbackConfigScriptableObject.cs
13:10 Add Knockback Config to GunScriptableObject.cs
13:45 Knockback.cs & Extend ICollisionHandler Capability
15:25 How to Knockback Enemies with IKnockbackable.cs & GunScriptableObject.cs
17:26 Example of Knockback in EnemyMovement.cs
21:46 Example of Simple Knockback - SimpleKnockbackable.cs
21:55 Chain Knockbacks - KnockbackOnCollision.cs
23:07 Final Setup & Configuration
25:13 Final Demo, Closing Thoughts, & Support LlamAcademy
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