Creating and Firing Shells
Tutorial
·
intermediate
·
+0XP
·
65 mins
·
(555)
Unity Technologies

This section of the Unity Tanks project demonstrates how to create the shell projectiles and implement the firing of shells along with their explosion effects.
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1. Shell Creation
Phase 5 teaches you how to create a Shell for the tank, creating a radius for explosion.
TANKS! Unity Tutorial - Phase 5 of 8 - Shells
ShellExplosion Script
using UnityEngine;
public class ShellExplosion : MonoBehaviour
{
public LayerMask m_TankMask; // Used to filter what the explosion affects, this should be set to "Players".
public ParticleSystem m_ExplosionParticles; // Reference to the particles that will play on explosion.
public AudioSource m_ExplosionAudio; // Reference to the audio that will play on explosion.
public float m_MaxDamage = 100f; // The amount of damage done if the explosion is centred on a tank.
public float m_ExplosionForce = 1000f; // The amount of force added to a tank at the centre of the explosion.
public float m_MaxLifeTime = 2f; // The time in seconds before the shell is removed.
public float m_ExplosionRadius = 5f; // The maximum distance away from the explosion tanks can be and are still affected.
private void Start ()
{
// If it isn't destroyed by then, destroy the shell after it's lifetime.
Destroy (gameObject, m_MaxLifeTime);
}
private void OnTriggerEnter (Collider other)
{
// Collect all the colliders in a sphere from the shell's current position to a radius of the explosion radius.
Collider[] colliders = Physics.OverlapSphere (transform.position, m_ExplosionRadius, m_TankMask);
// Go through all the colliders...
for (int i = 0; i < colliders.Length; i++)
{
// ... and find their rigidbody.
Rigidbody targetRigidbody = colliders[i].GetComponent<Rigidbody> ();
// If they don't have a rigidbody, go on to the next collider.
if (!targetRigidbody)
continue;
// Add an explosion force.
targetRigidbody.AddExplosionForce (m_ExplosionForce, transform.position, m_ExplosionRadius);
// Find the TankHealth script associated with the rigidbody.
TankHealth targetHealth = targetRigidbody.GetComponent<TankHealth> ();
// If there is no TankHealth script attached to the gameobject, go on to the next collider.
if (!targetHealth)
continue;
// Calculate the amount of damage the target should take based on it's distance from the shell.
float damage = CalculateDamage (targetRigidbody.position);
// Deal this damage to the tank.
targetHealth.TakeDamage (damage);
}
// Unparent the particles from the shell.
m_ExplosionParticles.transform.parent = null;
// Play the particle system.
m_ExplosionParticles.Play();
// Play the explosion sound effect.
m_ExplosionAudio.Play();
// Once the particles have finished, destroy the gameobject they are on.
Destroy (m_ExplosionParticles.gameObject, m_ExplosionParticles.duration);
// Destroy the shell.
Destroy (gameObject);
}
private float CalculateDamage (Vector3 targetPosition)
{
// Create a vector from the shell to the target.
Vector3 explosionToTarget = targetPosition - transform.position;
// Calculate the distance from the shell to the target.
float explosionDistance = explosionToTarget.magnitude;
// Calculate the proportion of the maximum distance (the explosionRadius) the target is away.
float relativeDistance = (m_ExplosionRadius - explosionDistance) / m_ExplosionRadius;
// Calculate damage as this proportion of the maximum possible damage.
float damage = relativeDistance * m_MaxDamage;
// Make sure that the minimum damage is always 0.
damage = Mathf.Max (0f, damage);
return damage;
}
}
2. Firing Shells
Phase 6 teaches you how to fire projectiles, and make a UI & Sound fx to accompany the mechanic.
TANKS! Unity Tutorial - Phase 6 of 8 - Firing Shells
TankShooting Script
using UnityEngine;
using UnityEngine.UI;
public class TankShooting : MonoBehaviour
{
public int m_PlayerNumber = 1; // Used to identify the different players.
public Rigidbody m_Shell; // Prefab of the shell.
public Transform m_FireTransform; // A child of the tank where the shells are spawned.
public Slider m_AimSlider; // A child of the tank that displays the current launch force.
public AudioSource m_ShootingAudio; // Reference to the audio source used to play the shooting audio. NB: different to the movement audio source.
public AudioClip m_ChargingClip; // Audio that plays when each shot is charging up.
public AudioClip m_FireClip; // Audio that plays when each shot is fired.
public float m_MinLaunchForce = 15f; // The force given to the shell if the fire button is not held.
public float m_MaxLaunchForce = 30f; // The force given to the shell if the fire button is held for the max charge time.
public float m_MaxChargeTime = 0.75f; // How long the shell can charge for before it is fired at max force.
private string m_FireButton; // The input axis that is used for launching shells.
private float m_CurrentLaunchForce; // The force that will be given to the shell when the fire button is released.
private float m_ChargeSpeed; // How fast the launch force increases, based on the max charge time.
private bool m_Fired; // Whether or not the shell has been launched with this button press.
private void OnEnable()
{
// When the tank is turned on, reset the launch force and the UI
m_CurrentLaunchForce = m_MinLaunchForce;
m_AimSlider.value = m_MinLaunchForce;
}
private void Start ()
{
// The fire axis is based on the player number.
m_FireButton = "Fire" + m_PlayerNumber;
// The rate that the launch force charges up is the range of possible forces by the max charge time.
m_ChargeSpeed = (m_MaxLaunchForce - m_MinLaunchForce) / m_MaxChargeTime;
}
private void Update ()
{
// The slider should have a default value of the minimum launch force.
m_AimSlider.value = m_MinLaunchForce;
// If the max force has been exceeded and the shell hasn't yet been launched...
if (m_CurrentLaunchForce >= m_MaxLaunchForce && !m_Fired)
{
// ... use the max force and launch the shell.
m_CurrentLaunchForce = m_MaxLaunchForce;
Fire ();
}
// Otherwise, if the fire button has just started being pressed...
else if (Input.GetButtonDown (m_FireButton))
{
// ... reset the fired flag and reset the launch force.
m_Fired = false;
m_CurrentLaunchForce = m_MinLaunchForce;
// Change the clip to the charging clip and start it playing.
m_ShootingAudio.clip = m_ChargingClip;
m_ShootingAudio.Play ();
}
// Otherwise, if the fire button is being held and the shell hasn't been launched yet...
else if (Input.GetButton (m_FireButton) && !m_Fired)
{
// Increment the launch force and update the slider.
m_CurrentLaunchForce += m_ChargeSpeed * Time.deltaTime;
m_AimSlider.value = m_CurrentLaunchForce;
}
// Otherwise, if the fire button is released and the shell hasn't been launched yet...
else if (Input.GetButtonUp (m_FireButton) && !m_Fired)
{
// ... launch the shell.
Fire ();
}
}
private void Fire ()
{
// Set the fired flag so only Fire is only called once.
m_Fired = true;
// Create an instance of the shell and store a reference to it's rigidbody.
Rigidbody shellInstance =
Instantiate (m_Shell, m_FireTransform.position, m_FireTransform.rotation) as Rigidbody;
// Set the shell's velocity to the launch force in the fire position's forward direction.
shellInstance.velocity = m_CurrentLaunchForce * m_FireTransform.forward; ;
// Change the clip to the firing clip and play it.
m_ShootingAudio.clip = m_FireClip;
m_ShootingAudio.Play ();
// Reset the launch force. This is a precaution in case of missing button events.
m_CurrentLaunchForce = m_MinLaunchForce;
}
}