I cannot assign a script to my prefab in Unity - c#

I have been trying to get my prefab as soon as it is instantiated to assign this script but I have looked around a lot and I have only been getting some vague answers this following script is on the prefab:
public float speed;
public float lifeTime;
public float distance;
public ShootingMechanic ShootScript;
public LayerMask whatIsSolid;
private void Start()
{
ShootScript = GameObject.Find("gun").GetComponent<ShootingMechanic>();
Invoke("DestroyProjectile", lifeTime);
}
void DestroyProjectile()
{
//Instantiate(DestroyEffect, transform.position, Quaternion.identity);
Destroy(gameObject);
}
public void Update()
{
transform.Translate(Vector2.up * speed * Time.deltaTime);
RaycastHit2D hitInfo = Physics2D.Raycast(transform.position, transform.up, distance, whatIsSolid);
if(hitInfo.collider != null)
{
if (hitInfo.collider.CompareTag("Enemy"))
{
DestroyProjectile();
hitInfo.collider.GetComponent<Enemy>().TakeDamage(ShootScript.damagePerShot);
}
}
}

the only place your intantiate something in your givin script is in the Destroyed method, and even there it is //commented.
Feel free to delete this question

Related

unity onCollisionEnter2D is not working, how can I get it to work?

my bird is colliding with the clouds but it only moves them and doesn't trigger it
my character
public float jumpForce = 5f;
public float gravity = -9.81f;
public GameObject gus;
public Transform rotation_checker;
public Transform chekced;
float velocity;
void Start()
{
}
// Update is called once per frame
void Update()
{
gameObject.transform.eulerAngles = new Vector2(0,0);
velocity += gravity * Time.deltaTime;
if (Input.GetKeyDown(KeyCode.W))
{
velocity = jumpForce;
}
rotation_checker.position = chekced.position;
transform.Translate(new Vector2(0, velocity) * Time.deltaTime);
}
private void OnTriggerExit2D(Collider2D collider)
{
Debug.Log(collider.gameObject);
if(collider.gameObject.name == "skybluscene")
{
Destroy(gameObject);
}
}
private void onCollisionEnter2D(Collision2D collision)
{
if (collision.gameObject.tag == "cloud")
{
Destroy(gameObject);
}
}
the cloud
float x = -4f;
void Start()
{
}
// Update is called once per frame
void Update()
{
gameObject.transform.Translate(new Vector2(x, 0) * Time.deltaTime);
}
void OnTriggerExit2D(Collider2D collider)
{
if ( collider.gameObject.tag == "scene")
{
Destroy(gameObject);
}
}
cloud works just fine, it destroys itself when it leaves the scene but bird doesn't destroy itself when it collides with the cloud
both bird and cloud have dynamic rigidbody2d and a collider
First of all: On your character script, your onCollisionEnter2D is misspelled. It needs to start with a capital letter.
Second: all your other methods use tags to identify what GameObject they collided with, but "skybluscene" (which also looks like a typo) is identified by its gameObject name.
Third: I'm not sure, but I find it odd that you're using both triggers and collisions in the same script.

Unity finding Transform object in scene

I am new at game dev, and I have question, I have my enemies prefabs, and enemy script, contains
public Transform player;
So Instead of every time putting my player into that 'slot', I want to make, script will be finding my player, I tried
private Transform player = GameObject.Find("player")
but it shows error
Here is the full script
public class Enemies : MonoBehaviour
{
public Transform player = GameObject.Find("Player");
private Rigidbody2D rb;
private Vector2 movement;
public float speed = 5f;
public int health;
// Start is called before the first frame update
void Start()
{
rb = this.GetComponent<Rigidbody2D>();
}
// Update is called once per frame
void Update()
{
Vector2 direction = player.position - transform.position;
float angle = Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg;
rb.rotation = angle;
direction.Normalize();
movement = direction;
}
private void FixedUpdate()
{
Move(movement);
}
void Move(Vector2 direction)
{
rb.MovePosition((Vector2)transform.position + (direction * speed * Time.deltaTime));
}
private void OnMouseDown()
{
health = health - 1;
if(health <= 0)
{
Destroy(gameObject);
}
}
}
First of all you can't use Find in a static context. (Which is probably the error you are referring to.)
It goes a bit deeper into how c# works but in simple words: The class fields are all initialized even before the constructor is executed and thus at a moment when there still is no instance.
Secondly: GameObject.Find returns a GameObject not a Transform.
So if anything it would probably rather be
// Best would still be to drag this in if possible
[SerializeField] private Transform player;
void Start()
{
if(!player) player = GameObject.Find("Player").transform;
rb = this.GetComponent<Rigidbody2D>();
}
In general I always recommend to not use Find at all if anyhow possible. It is basically just a more expensive way of using some static or manager/provider based code

Unity how to "power bounce" one object from another relative to it's angle?

I'm working on a simple 3D game where some balls (fixed Z position) fall along a path (using gravity and physics material) to a small flat platform and "power bounce" off this platform. The player can rotate this platform so I want to recreate a realistic bounce direction according to the platform's angle.
I'm new to coding but so far I've figured the relationship between the vector of the ball as it comes into collision with the platform and the platform's normal, which should be a perpendicular line from the surface and that can be used to reflect the ball's vector to the other direction.
I already used OnCollisionEnter and if statement to detect whether it's the platform you are colliding with, but I don't understand where to indicate the normal of the surface and how to access it. Should it be as a public class in the other object or can it be detected from the ball game object?
I tried some examples from this and other websites and got this far:
public class OnCollision : MonoBehaviour
{
public float speed = 25f;
public Rigidbody rb;
private Rigidbody rigid;
private void Start()
{
rigid = transform.GetComponent<Rigidbody>();
}
private void OnCollisionEnter(Collision collision)
{
if (collision.transform.tag == "BouncePad") {
rb.velocity = transform.up * speed;
}
}
}
Now it bounces off vertically, so I'm guessing I should change the code where the transform.up * speed part is.
Could anyone guide me, please?
Much appreciated.
If you are already using Physics material, look into the Bounciness property. A value of 0 means no bounce, a value of 1 will lead to no loss of energy. The angle of the bounce will be calculated for you. Make sure you drag the physics material onto each object-- both the ball and the wall's material will have an effect.
Finally somebody gave me a hand and came to this solution:
public class Bounce : MonoBehaviour
{
public Rigidbody rb;
public float str = 0.21f;
public float str2 = 0.15f;
// Start is called before the first frame update
private void Start()
{
rb = GetComponent<Rigidbody>();
}
private void OnCollisionEnter(Collision col)
{
if (col.gameObject.tag == "BouncePad")
{
rb.AddForce(rb.velocity * str, ForceMode.Impulse);
}
if (col.gameObject.tag == "BouncePad2")
{
rb.AddForce(rb.velocity * str2, ForceMode.Impulse);
}
}
// Update is called once per frame
void Update()
{
}
}
public class BouncTest : MonoBehaviour
{
[SerializeField] private float hight = 3;
[SerializeField] private int times = 5;
[SerializeField] private float speed = 8;
private Vector3 _startPos;
private bool _checkUP;
private int _countTimes;
private float _hightbuf;
[HideInInspector]
public bool _bounceEnd;
private void Awake()
{
_startPos = transform.position;
}
public void TurnOnBounceEffect()
{
_bounceEnd = true;
_checkUP = false;
_hightbuf = hight;
_countTimes = 0;
}
private void FixedUpdate()
{
BounceEffect();
}
private void BounceEffect()
{
if (_bounceEnd)
{
if (!_checkUP)
{
if (transform.position.y <= (_startPos.y + _hightbuf))
transform.position = Vector2.MoveTowards(transform.position, new Vector2(_startPos.x, transform.position.y) + (Vector2.up * _hightbuf), speed * Time.fixedDeltaTime);
else
{
_checkUP = true;
}
}
else if (times != _countTimes)
{
if (transform.position.y > _startPos.y)
transform.position = Vector2.MoveTowards(transform.position, _startPos, speed * Time.fixedDeltaTime);
else
{
_countTimes++;
_checkUP = false;
_hightbuf /= 2;
}
}
else
{
transform.position = Vector2.MoveTowards(transform.position, _startPos, speed * Time.fixedDeltaTime);
if (transform.position.y <= _startPos.y)
{
_bounceEnd = false;
}
}
}
}
}

Accessing a bool from a different script in Unity C#

I have a bool variable (isGrounded) from my player's movement control script that I want to access in another GameObject.
BallController.cs
public class BallController : MonoBehaviour {
Transform myTrans;
Rigidbody2D myBody;
public bool isGrounded = true;
public bool release = false;
}
GravityPull.cs
public class GravityPull : MonoBehaviour {
public GameObject target;
public int moveSpeed;
public int maxdistance;
private float distance;
void Start ()
{
target= (GameObject.Find("Ball (1)"));
}
void Update ()
{
distance = Vector2.Distance (target.transform.position, transform.position);
if (distance < maxdistance && target.isGrounded)
{
target.transform.position = Vector2.MoveTowards(target.transform.position, transform.position, moveSpeed * Time.deltaTime / distance);
}
}
}
If I make my target a GameObject than I can find it using .find. But if I do this I can't access the bool. If I make my target a BallController then I can access the bool, but I can't use .find to find the class. I also can't cast the GameObject as a BallController. Can someone tell me what I'm doing wrong here?
target.getComponent<BallController>().isGrounded
this should be sufficient.

Trying to launch a projectile towards a gameobject, doesn't move!=

I'm making a 2D Tower Defense game and want my towers to launch a prefab at minions. However it currently only spawns my desired prefab, but doesn't move it.
My two scripts:
public class Attacker : MonoBehaviour {
// Public variables
public GameObject ammoPrefab;
public float reloadTime;
public float projectileSpeed;
// Private variables
private Transform target;
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
}
void OnTriggerEnter(Collider co){
if (co.gameObject.tag == "Enemy" || co.gameObject.tag == "BlockTower") {
Debug.Log("Enemy tag detected");
if(this.gameObject.tag == "Enemy" && co.gameObject.tag != "Enemy"){
Debug.Log("This is an Enemy");
// Insert for Enemey to attack Block Towers.
}
if(this.gameObject.tag == "Tower" && co.gameObject.tag != "BlockTower"){
Debug.Log("This is a Tower");
Tower Tower = GetComponent<Tower>();
Tower.CalculateCombatTime(reloadTime, projectileSpeed);
Transform SendThis = co.transform;
Tower.SetTarget(SendThis);
}
}
}
}
and
public class Tower : MonoBehaviour {
private Transform target;
private float fireSpeed;
private double nextFireTime;
private GameObject bullet;
private Attacker source;
// Use this for initialization
public virtual void Start () {
source = this.GetComponent<Attacker> ();
}
// Update is called once per frame
public virtual void Update () {
if (target) {
Debug.Log("I have a target");
//if(nextFireTime <= Time.deltaTime)
FireProjectile ();
}
}
public void CalculateCombatTime(float time, float speed){
Debug.Log("Calculate Combat Speed");
nextFireTime = Time.time + (time * .5);
fireSpeed = speed;
}
public void SetTarget(Transform position){
Debug.Log("Set Target");
target = position;
}
public void FireProjectile(){
Debug.Log("Shoot Projectile");
bullet = (GameObject)Instantiate (source.ammoPrefab, transform.position, source.ammoPrefab.transform.rotation);
float speed = fireSpeed * Time.deltaTime;
bullet.transform.position = Vector3.MoveTowards (bullet.transform.position, target.position, speed);
}
}
Basicly Attacker detects the object that collides with it, then if its tag is Tower it will send the information to Tower. My debug shows that every function works, even "Debug.Log("Shoot Projectile");" shows up.
However it doesn't move towards my target so I guess "bullet.transform.position = Vector3.MoveTowards (bullet.transform.position, target.position, step);" is never being executed?
Vector3.MoveTowards only moves the object once, it's just a instant displacement when the FireProjectile is called.
You need to create some kind of projectile script with an Update() function to make it move over time.
Here is an example:
public class Projectile : MonoBehaviour
{
public Vector3 TargetPosition;
void Update()
{
transform.position = Vector3.MoveTowards(transform.position, TargetPosition, speed * Time.DeltaTime);
}
}
Then right after your bullet instantiation, set the target:
bullet.GetComponent<Projectile>().TargetPosition = target.position;
Hope it helps.
You have to update the position of the bullet. You are only moving when you create the bullet.
Try to make a list of bullets and use the update function to change the position.

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