🐻 Gun And Bullet Truyện

Before the big handshake moments and global summits announcing international agreements, most of the work gets hashed out over informal coffee breaks or in hallways between meetings. It's a physical, face-to-face world for those representing their countries' interests abroad. Stupid Zombies. Stupid Zombies is a puzzle zombie shooting game developed by MarketJS. In this game, you'll fight against zombies by aiming correctly with your gun and shooting bullets with rebounds. Work on your angles to score the highest number of zombie kills in the least amount of bullets. Go ahead and demonstrate the power of your aim ! A ghoul investigator (喰種 (グール)捜査官, gūru sōsakan) is a specially trained professional employed by the Commission of Counter Ghoul. Most are stationed at the CCG Main Office in the 1st ward but many are occasionally granted authority of investigations in one of Tokyo's other wards. They are tasked with the investigation, pacification, and elimination of ghouls to protect the By clicking Sign Up, you are indicating that you have read and agree to the Terms of Service and Privacy Policy. A captain of equally dubious morality and sobriety, a master of self-promotion and self-interest, Jack fought a constant and losing battle with his own best tendencies. Whether by cause or accident, he was the quickest to seize the moment and make it his own. Captain Jack's first love was the sea, his second, his beloved ship the Black Pearl . Tuyển tập những hình nền tuyệt đẹp sắc nét chủ đề súng đạn (Guns and Bullets) dành cho những chàng trai thích mạnh mẽ và cứng rắn. The M3A1 Grease Gun is a bulky metal tube that is pinpoint accurate on close-range single shots, but nearly rams into your nose with each discharge, obscuring your peripheral vision and giving you Terraformars (テラフォーマー, Terafōmā) are evolved humanoid cockroaches who live on Mars. They possess physical traits and skills that greatly surpass those of normal humans. They also appear to be somewhat intelligent and have a natural hatred for humans; much like how humans hate cockroaches. The Terraformars are human-sized Martian cockroaches with humanoid bodies. They bare a The handgun is modeled after Colt Army M1860 with size adjustment to fit Yumina's hand. Rubber Bullet - Yumina received rubber coated silver bullets which is enchanted with 【Paralyze】 Null Magic from Touya. Crystal Bullet - Yumina received bullets made of crystal material which is enchanted with 「Explosion」 from Touya. Mp8BT9. BlurbNagkita, nagkakilalan, at nagsumpaan. Pero mananatili ba iyong buo kung isang nakaraan ang kanilang mo isasakatuparan ang isang pangakong sa umpisa pa lamang ay isa nang kahibangan?Paano mo iibigin ang isang balang papatay sa iyo at maging dahilan ng iyong kasawian?Paano mo mamahalin at kakapitan ang isang baril kung ang gantilyo nito ang iyong kamatayan?Ang baril at bala ay dapat magkasama, ngunit kay Gun at Bullet, ang baril at bala ang dahilan ng hindi nila paglaya. Sapagkat ang mundong ginagalawan ay salungat sa isa't Bullet na anak ng mafia boss at natatanging tagapagmana ng posisyon. Si Gun naman ay isang anak mayaman na lalamunin ng poot at suklam na halos hindi na makaahon doon. Maikukuwento pa ba nila ang pag-ibig sa kabila ng magkaibang mundong kanilang ginagalawan?Free previewPrologue"Ikaw ang balang gagamitin ko para makapaghiganti sa pamilya mo!" nagpupuyos sa galit na saad ni Gun. Gamit ang kaliwang kamay ay akma niyang hahawakan si Bullet sa leeg upang sakalin. "Kung ikaw ang baril na kakalabitin ko para sa hustisiyang gusto mo at sa inaasam mong kalayaan at kaligayahan. Sige, ako na mismo ang kakalabit ng baril. Kahit ikamatay ko pa, susugal ako para sa iyo," pilit na bigkas ni Bullet kahit pa nga nahihirapan na siyang huminga mula sa pagkakasakal ni Gun. Matapang siya ngunit ang katapangan na iyon ay tumiklop dahil sa pag-ibig niya sa lalaki. Pag-ibig na akala niya ay magpapabago sa lalaki. Itinutok ni Gun ang baril na hawak kay Bullet. Galit na galit niyang itinutok iyon sa sentido ng babae. Pilit pinipigilan ang sariling mahabag dito. Sinusukil maging ang tinitibok ng kanyang puso. Hindi siya dapat maawa sa babaeng nasa harapan. Hindi dapat siya patatalo sa sigaw ng kanyang puso. Tao sa tao. Pangil sa pangil dapat ang labanan. Buhay ang kinuha sa kanya. Buhay din ang dapat ay kabayaran. Kahit maging sinoman iyon. Simula noong dumating ang resulta ng pinagawa niyang pag-i-imbestiga sa nangyari sa kanyang ama, kinain na siya ng matinding puot para sa pamilya ng babae. Dahil ang totoo, her father was the mastermind of his father's death. Kaya siya naulila na nang tuluyan ay dahil ang salarin ay walang iba kundi ang ama ng dalagang pinuno ng isang organisasyong tinatawag na 24K. Tila inagawan siya ng kalayaan. Sana ine-enjoy pa niya ang sarili na walang responsibilidad. Literally, he shouldered everything na iniwan ng ama. Ang malaking kompanya nila na travel agency at cruise ships maging iba pa. He was twenty five and just f****d his life into glamorous life his dad could ever give. Bakit hindi? May pera sila. Pero bigla na lang talagang nag-iba ang ikot ng mundo niya nang bigla ay mamatay ito. Ang masaklap, there was a video circulating how his father died. Masakit sa kanyang mapanood na nagkapira-piraso ang ama pagkatapos itong pasabugin sa loob ng isang elevator. Mag-isa ito roon at walang kalaban-laban. Dahil ang pinagkakatiwalaan nitong isang tao na akala ay mananatili sa tabi nito ay nagawa siyang traydurin. Ang kanang kamay nitong si Francisco na matagal na panahong nanilbihan sa kanila. Sa ngayon ay nagtatago na rin ito mula sa mga pulis at sa kanya. Hindi naman siya iresponsableng anak. Nag-aral siyang mabuti para maihanda ang sarili sakaling magreretiro ang ama. Mas nanaisin pa nga niyang nagretiro na lang sana ito ng maaga kesa ganoon ang nangyari. Ang maagang kunin ito sa kanya sa pamamagitan ng karumal-dumal na kamatayan. "Kung demonyo ang ama mo ay mas demonyo ako, Bullet. Even if I love you..." napalunok siya habang nanginginig ang kamay na nakasakal sa dalaga. "Kaya kong pigilan ang puso ko sa pagtibok para lang makapaghiganti sa walang hiya mong ama!" Napangiti naman si Bullet habang lumuluha. 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 rito. Dahil kahit ganoon, masaya siyang 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. Nagawa nga niyang traydurin ang ama para sa pagmamahal. "Ha..." Napasinghap siya sa kawalan ng hangin. Napakapit sa braso ni Gun na tila doon ay makakakuha siya ng kapiranggot na lakas. Patuloy na lumuluha. Magkaiba sila ng pagmamahal ni Gun. Kaya niyang isakripisyo ang lahat at kalimutan. Maging ang kinagisnang pamumuhay na marangya at ang binuong mundo ng kanyang ama para lamang sa lalaki. Ganoon niya ito kamahal. Ngunit hindi ganoon ang kay Gun. Mas pinahalagahan nito ang paghihiganti sa pamilya niya kaysa sa pagmamahal nito sa kanya. Mas siya ang gustong isakripisyo nito kesa sa lintik na pagmamahal. Ngumiti siya habang patuloy na rumaragasa ang luha 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 sa kanyang pamilya ang sobrang nagpapahirap sa kalooban niya. Kung sana, sana sa ibang pagkakataon o ibang pamilya na lamang sila lumaki. Baka hindi sila humantong sa ganoong sitwasyon. "Ackkk..." Napapikit siya. Kahit anong singhap ang gawin niya ay wala ng hangin na pumapasok sa kanyang katawan dahil sa pagkakasakal nito. Nang tuluyan na siyang bumitiw dito ay siya naman pagpapalaya ng kamay nito sa kanyang leeg. Agad siyang napasalampak ng upo dahil sa kahinaan na dala ng walang hanging nasagap ng ilang segundo. Pinilit niyang tiningala ang lalaki. Nakasabunot ito sa ulo habang sa kanang kamay ay hawak ng mahigpit ang baril. Napakagat labi siya nang magtama ang kanilang mga mata. Kitang kita niya ang paghihirap ng kalooban nito. "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 naman ng luha. Halos hindi na niya maaninag ang lalaki. Marahas siyang itinayo ni Gun. Isinandig sa dingding at muling tinutukan ng baril habang yumuyugyog ang balikat. Umiiyak rin ito. Gaya niya ay nasasaktan ito. Mas pinili nga lamang ang saktan pa siya. Mas lalong idiniin ni Gun ang baril sa kanyang sentido. Umalpas ang pinipigilang hikbi sa bibig. Pinagsalubong nito ang kanilang mga noo. "Kung sana hindi ka naging anak ng taong kinasusuklaman ko! Kung sana ibang tao ka na lamang, Bullet. 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 habang nabitiwan na ang baril na nasa kamay. "Nanalo ba ako, ikinapanalo ko ba ang pagpatay ko rin sa puso ko?" piping tanong niya sa sarili bago pulutin na muli ang baril at itinutok ito sa sariling sentido. "Siguro sa kabilang buhay, o kapag isinilang tayong muli, sana iba na ang nakatadhana sa atin. Sana hayaan na tayo ng tadhana na lumigaya sa piling ng isa't isa. Sana malaya na tayong magmahal. Malaya na kitang mahalin. Mahal kita, Bullet," pahayag niya kasabay ng muling alingawngaw ng baril sa silid na iyon. Bumagsak si Gun sa tabi ni Bullet. Dilat ang mga mata niya. Ayaw pumikit habang nag-aagaw buhay. Gusto niyang makita ang babaeng minamahal habang tuluyang binabawian ng buhay. Mahal na mahal niya ito. At alam niyang mali ang pagmamahal na iyon. Mali dahil ninais niyang lumaya sila sa ganoong paraan. Dreame-Editor's pickI Slept with my BossAgape's KarmaDAHIL SA'YOSeventh CastillionTHE PLAYBOY'S OBSESSION [TAGALOG R-18]The Mafia Don's WifeRuled by the Blaze The Unwanted Marriage 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