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WEAPON SYSTEM

A modular and scalable weapon system for Unity 3D, designed with clean architecture and robust design patterns for maintainability, flexibility, and ease of integration.


Features

  • Custom FPS Controller

    • Designed from scratch to deliver smooth and immersive first-person movement.
    • Includes core mechanics like:
      • Jumping
      • Responsive camera controls for fluid gameplay.
  • Scalable Weapon System

    • Each weapon is fully customizable, supporting the following properties:
      • Reload Time
      • Fire Rate
      • Magazine Capacity
      • Total Ammo Capacity
      • Unique Particle Effects
  • Immersive Gameplay Elements

    • Weapon Sway: Adds realism by simulating movement during player actions.
    • Aiming with Crosshair: Provides precise and dynamic targeting.
    • Raycasting for Bullets: Enables instant-hit mechanics for efficient and realistic shooting.
    • Weapon Switching: Smooth transitions between multiple weapons for enhanced player experience.
  • Audio-Visual Feedback

    • Sound Effects: Integrated sound for shooting, reloading, and weapon switching.
    • Particle Systems: Adds dynamic shooting effects for improved visual feedback.

Patterns Used

  1. MVC (Model-View-Controller)
  • The game's core architecture is based on the MVC pattern:

    • Model: Manages weapon properties and player interactions.
    • View: Updates the UI and reflects the weapon's current state (e.g., crosshair position, ammo count).
    • Controller: Handles input, connects the Model and View, and coordinates player interactions.
  1. Service Locator Pattern

    • Provides centralized access to essential services like PlayerService, weapon management, and sound.
    • Ensures a decoupled architecture by avoiding direct dependencies between components.

SCREENSHOTS

Screenshot (14) Screenshot (15) Screenshot (16)

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