I can't get my respawning in my game to work, I have followed numerous tutorials, but have been failing to change one small aspect of them. I have a health variable in my game, and all the tutorials have the player die and respawn right upon touching the enemy. I want it to be so you take damage when touching an enemy, and when your health reaches 0 you are brought to a game over scene. I just can't seem to figure it out. I am new to game dev so I have tried my absolute hardest to solve the problem on my own, but to no avail. This is pretty much my last resort. I appreciate any help I can get.
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class PlayerHealth : MonoBehaviour
{
public static PlayerHealth instance;
public int maxHealth;
public int health;
public int GameOver;
public event Action DamageTaken;
public int Health
{
get
{
return health;
}
}
// Start is called before the first frame update
void Awake()
{
if(instance == null)
{
instance = this;
}
}
private void Start()
{
health = maxHealth;
}
// Update is called once per frame
public void TakeDamage()
{
if(health <= 0)
{
return;
}
health -= 1;
if(DamageTaken != null)
{
DamageTaken();
}
}
public void heal()
{
if (health >= maxHealth)
{
return;
}
health += 1;
if (DamageTaken != null)
{
DamageTaken();
}
}
void OnCollisionEnter(Collision other)
{
if(other.gameObject.tag == "Enemy")
{
TakeDamage();
}
if(health <= 0)
{
SceneManager.LoadScene(GameOver);
}
}
}
I don't see anything wrong with your code specifically. It could be a different issue in the editor, which is usually the case. To debug try one of the following:
Check that the OnCollisionEnter is actually being triggered
Check that the Enemey has the Enemy Tag.
You can check 1 & 2 with the following code:
void OnCollisionEnter(Collision other)
{
// Check what the tag is
print(other.gameObject.tag);
...
}
There should now be messages when you run the program. Other things to check:
Make sure the player object has the PlayerHealth script attached to it.
Make sure that the player has a RigidBody
Make sure the enemy has a collider
Make sure the enemy collider is not set to Trigger
Related
I've recently started coding on Unity, trying to make a game. So long it's been fine, but I faced a problem.
I've implemented a script for the Attack System:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class AttackDamage : MonoBehaviour
{
private float attackDamage = 20;
private void OnTriggerEnter2D(Collider2D other)
{
if (other.GetComponent<Health>() != null)
{
Health health = other.GetComponent<Health>();
health.TakeDamage(attackDamage);
}
}
}
And I also implemented one for the Health System:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
public class Health : MonoBehaviour
{
public Image healthBar;
public float healthAmount = 100;
private void Update()
{
if (healthAmount <= 0)
{
SceneManager.LoadScene(0);
}
}
public void TakeDamage(float Damage)
{
healthAmount -= Damage;
healthBar.fillAmount = healthAmount / 100;
}
public void Healing(float healPoints)
{
healthAmount += healPoints;
healthAmount = Mathf.Clamp(healthAmount, 0, 100);
healthBar.fillAmount = healthAmount / 100;
}
}
And it works prety well.
But as you read on the title, the attack only actually works right after I move. If I try to attack while I'm not moving, the attackArea appears on the scene, but doesn't deal damage. And i can't figure out why.
Do you have any idea on what could be the problem?
Here there's also a video of what actually happens, in the game:
https://drive.google.com/drive/folders/1BTYTNz_yzus-eRLnjsgB0hsYLU5sQm2k?usp=sharing
I have no idea on how to solve this problem, since I've copied the code from a source online, which actually works prorperly.
The code is exactly the same, apart form the script for the Health System, which is not shown on the video, but which also shouldn't make that much of a difference.
So i really don't know how to handle this.
Thanks for the help :)
If you are looking to deal continuous damage while any health-character is in the trigger, use OnTriggerStay2d instead.
Otherwise, if you are looking to deal damage when the user presses a button, you can do the following:
Have a hit-box collider that stores all enemy in range. (By adding enemy to a list when it enters the hit-box, and removing them from list when they exit.)
When the attack is triggered, fetch all enemy in the list from 1. and deal damage to all.
Code-wise, looks something like this:
public class AttackDamage : MonoBehaviour
{
private HashSet<Health> inRange = new HashSet<Health>();
private float attackDamage = 20;
private void OnTriggerEnter2D(Collider2D other)
{
if (other.GetComponent<Health>() != null)
{
// Add to set of characters that are in range of attack
inRange.Add(other.GetComponent<Health>());
}
}
private void OnTriggerExit2D(Collider2D other)
{
var charHealth = other.GetComponent<Health>();
if (charHealth != null) {
// Remove, since it exit the range of the attacking character.
inRange.Remove(charHealth);
}
}
// Call this function whenever you want to do damage to all characters in range.
public void Attack(){
foreach(var character in inRange){
character.TakeDamage(attackDamage);
}
}
}
Then somewhere else... (example, in your player.)
public class YourPlayer {
// ...
// Inspector reference to the hitbox
[SerializeField]
private AttackDamage attackHitbox;
private void Update(){
// Attack when button is pressed (or something).
if (Input.GetKeyDown(KeyCode.A)) {
attackHitbox.Attack();
}
}
// ...
}
Finally, if you are looking to deal damage at specific points in an animation, the term you should search for is Key-Frame. Look for a tutorial on Animation, then Key-Frame.
Once you learn about it, you can use the above mentioned method, but call the damage script on your desired key-frames.
so I’m trying to create a respawn system as a beginner, and everything seems to be working the first time but the second time it seems to be unbehaving. If anyone knows how to help me, I would appreciate it
LevelControl:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class LevelControl : MonoBehaviour
{
public int index;
public string levelName;
public GameObject GameOverPanel;
public static LevelControl instance;
private void Awake()
{
if (instance == null)
{
DontDestroyOnLoad(gameObject);
instance = GetComponent<LevelControl>();
}
}
void OnTriggerEnter2D(Collider2D other)
{
if (other.CompareTag("Player"))
{
//Loading level with build index
SceneManager.LoadScene(index);
//Loading level with scene name
SceneManager.LoadScene(levelName);
//Restart level
//SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex);
}
}
public void LoadLevel1()
{
SceneManager.LoadScene("Game");
}
public GameObject GetGameOverScreen()
{
return GameOverPanel;
}
}
PlayerMovement:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerMovement : MonoBehaviour
{
public CharacterController2D controller;
public float runSpeed = 40f;
float horizontalMove = 0f;
bool jump = false;
bool crouch = false;
// Update is called once per frame
void Update()
{
horizontalMove = Input.GetAxisRaw("Horizontal") * runSpeed;
if (Input.GetButtonDown("Jump"))
{
jump = true;
}
if (Input.GetButtonDown("Crouch"))
{
crouch = true;
}
else if (Input.GetButtonUp("Crouch"))
{
crouch = false;
}
}
void FixedUpdate()
{
// Move our character
controller.Move(horizontalMove * Time.fixedDeltaTime, crouch, jump);
jump = false;
//FindObjectOfType<GameManager>().EndGame();
}
void OnCollisionEnter2D(Collision2D collision)
{
if (collision.gameObject.tag == "Enemy")
{
//Destroy(FindObjectOfType<CharacterController2D>().gameObject);
GameObject.Find("Player").SetActive(false);
LevelControl.instance.GetGameOverScreen().SetActive(true);
}
}
}
Error In Unity Video: https://imgur.com/a/Sr0YCWk
If your wondering what I'm trying to do, well, when the 2 colliders of the Player and Enemy collide, I want a restart button to pop up, and the Character to get destroyed, and after that restart the level as is.
You didn't provide much but I try to work with what we have.
In LevelController you have
private void Awake()
{
if (instance == null)
{
DontDestroyOnLoad(gameObject);
instance = GetComponent<LevelControl>();
}
}
First of all just use
instance = this;
;)
Then you are doing
LevelControl.instance.GetGameOverScreenn().SetActive(true);
I don't see your setup but probably GetGameOverScreenn might not exist anymore after the Scene reload while the instance still does due to the DontDestroyOnLoad.
Actually, why even use a Singleton here? If you reload the entire scene anyway you could just setup the references once via the Inspector and wouldn't have to worry about them later after scene changes...
Also
GameObject.Find("Player").SetActive(false);
seems odd .. isn't your PlayerController attached to the Player object anyway? You could just use
gameObject.SetActive(false);
Ok, Normally it would be easier just to do this:
if (collision.gameObject.tag == "Enemy")
{
//Destroy(FindObjectOfType<CharacterController2D>().gameObject);
gameObject.SetActive(false);
LevelControl.instance.GetGameOverScreen().SetActive(true);
But this will NOT work if you want to attach the script to any other gameobjects for any reason. If you are then first make a game object variable containing the player, like this:
public GameObject Player = GameObject.Find("Player");
Then say
Player.SetActive(false);
This creates a player gameobject which you can access by calling the variable.
I am new to Unity and was trying, after some suggestions, to use tags to know the number of enemies i have in each level and move to the next scene right after eliminating all enemies. This is the script i use on enemy gameobjects. I've also tagged each of them with the "enemy" tag in unity inspector but it still doesn't work when i run the game. After killing all the enemies, it didn´t change to next scene (Success!). Any ideas on what I'm doing wrong? Any other suggestions?
Thanks a lot for the help.
Enemies Script
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class BadguyScript : MonoBehaviour
{
public GameObject[] enemies;
public int maxHealth;
public int curHealth;
private Animator myAnimator;
private bool isDead;
[SerializeField]
private float DespawnTime = 2.5f;
[SerializeField]
private string DeathAnimHash = "isDead";
void Start()
{
myAnimator = GetComponent<Animator>();
myAnimator.enabled =true;
myAnimator.SetBool (DeathAnimHash ,isDead);
maxHealth = 1;
curHealth = maxHealth;
}
void Update()
{
if (curHealth < 1)
{
isDead = true;
myAnimator.SetBool (DeathAnimHash ,isDead);
Destroy(gameObject,DespawnTime);
}
enemies = GameObject.FindGameObjectsWithTag("enemy"); // Checks if enemies are available with tag "Enemy".
if (enemies.Length == 0)
{
SceneManager.LoadScene("SucessScene"); // Load the scene with name "SucessScene"
}
}
void OnTriggerEnter2D(Collider2D col)
{
if (isDead)
return;
if (col.tag == "bullet")
{
curHealth -= 1;
Destroy(col.gameObject);
}
}
}
I would create a script holder gameobject for this and put a GameManager script inside it. And inside GameManager.cs which should be a singleton class you can have a property like this:
int _enemyNumber;
public int EnemyNumber{
get{
return _enemyNumber;
}
set{
_enemyNumber = value;
}
}
And when you need to change these values, use some functions you will create inside this game controller such as:
public void DecreaseEnemyCount(){
//do the logic here
}
public void SetEnemyCount(){
//do the logic here
}
Also you can find information about creating a singleton class here
You create a list with all enemies, its a good practice, cause you'll gain performance. But you're verifing if enemies.Lenght == 0, what will never occur, because before you are adding the gameObject in the list enemies = GameObject.FindGameObjectsWithTag("enemy");
In the start method, you can search for all enemies and add then in your array, and in the update or onTriggerEnter you remove it from your array and validate the array lenght. I think it'll be more easy.
Instead of adding the script to a new gameManager script attached to an empty game object cause now once all enemies are killed the script will not be in work but if added to an empty gameobject it will be working always.
I have created a game where when the user breaks all the blocks he is taken to the next scene but this is not happening despite adding all of the scenes I have in the build settings. I have no errors whatsoever and the scene is written correctly. Can someone help me resolve this, please?
This is the build settings
Bricks script : (where the scene is called)
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Bricks : MonoBehaviour {
public LevelManager myLevelManager;
public static int brickCount = 0;
public int maxNumberOfHits = 0;
int timesHit;
public AudioClip BlockBreaking;
// Use this for initialization
void Start () {
timesHit = 0;
if(this.gameObject.tag == "BrickHit")
{
brickCount++;
}
if(this.gameObject.tag == "BrickHitTwice")
{
brickCount++;
}
}
void OnCollisionEnter2D()
{
timesHit++;
if (timesHit == maxNumberOfHits)
{
brickCount--;
Destroy(this.gameObject);
}
if(brickCount == 0)
{
myLevelManager.LoadLevel("Level1.2"); //THIS SCENE IS NOT LOADING
}
if(this.gameObject.tag == "BrickHit") //If the gameObject (Block One Point) with the tag "BrickHit" is hit
{
Scores.scoreValue += 1;//The user will be rewarded 1 point
AudioSource.PlayClipAtPoint(BlockBreaking, transform.position);
}
if(this.gameObject.tag == "BrickHitTwice") //If the gameObject (Block Two Points) with the tag "BrickHitTwice" is hit
{
Scores.scoreValue += 2; //The user will be rewarded 2 points
AudioSource.PlayClipAtPoint(BlockBreaking, transform.position);
}
}
LevelManager Script:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class LevelManager : MonoBehaviour {
public void LoadLevel(string name)
{
print("Level loading requested for" + name);
SceneManager.LoadScene(name);
}
I suspect that your bug may lie in the fact that you're Destroy()ing the gameObject before it can load the next scene; you get a race condition on what will finish first; LoadScene or Destroy() - which would explain why it sometimes work. You should never assume it is a bug in the framework before understanding your problem.
Try putting the Destroy() after the LoadScene() or with a delay to understand if this is your issue.
Also, your LevelManager can be made static and doesn't need to inherit from MonoBehaviour since it doesn't use gameObject functionality.
public static class LevelManager {
public static void LoadLevel(string name)
{
print("Level loading requested for" + name);
SceneManager.LoadScene(name);
}
}
Used by doing LevelManager.LoadLevel("MyLevel");, but then you may question what is more effective, doing LevelManager.LoadLevel or SceneManager.LoadLevel, as they will do the exact same thing.
The main issue that you're having is not having a single source to check brickCount instead each individual brick is maintaining its own count. I would recommend moving the brick counting logic into a separate class. It would seem like LevelManager would a good place for it. So in LevelManager add:
private int brickCount = 0;
public void AddBrick()
{
brickCount++;
}
public void RemoveBrick()
{
brickCount--;
// Check if all bricks are destroyed
if (brickCount == 0)
{
LoadLevel("Level1.2");
}
}
And then in your brick script:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Bricks : MonoBehaviour {
public LevelManager myLevelManager;
public int maxNumberOfHits = 0;
int timesHit;
public AudioClip BlockBreaking;
// Use this for initialization
void Start () {
timesHit = 0;
myLevelManager.AddBrick();
// I'm not sure why you were checking the tag here, since the result was the same
}
void OnCollisionEnter2D()
{
timesHit++;
if (timesHit == maxNumberOfHits)
{
myLevelManager.RemoveBrick();
Destroy(this.gameObject);
}
/* This looks like the player is getting score whether the brick is destroyed or not. Also, it would appear the player won't get scored on the final brick */
if(this.gameObject.tag == "BrickHit") //If the gameObject (Block One Point) with the tag "BrickHit" is hit
{
Scores.scoreValue += 1;//The user will be rewarded 1 point
AudioSource.PlayClipAtPoint(BlockBreaking, transform.position);
}
if(this.gameObject.tag == "BrickHitTwice") //If the gameObject (Block Two Points) with the tag "BrickHitTwice" is hit
{
Scores.scoreValue += 2; //The user will be rewarded 2 points
AudioSource.PlayClipAtPoint(BlockBreaking, transform.position);
}
}
}
So I have this script that affects another script just fine. It's attached to a gameobject (an attack box) that damages another gameobject (an enemy). It makes the enemy GameObject perform an animation (it getting hurt) and takes away a certain amount of health. That's all working fine.
What I'm stuck on is that I'm trying to get it to do the same for more than one type of enemy, therefore, accessing multiple scripts. The scripts are relatively the same and i've tested those out individually and both work fine. But when I try to have my attack box the script is attached to, affect more than one script, I get nothing. I figure it's just the way it's typed out and I've tried several ways already. But I've reverted it back to its most simple form to display it here. How do I get this script to work for both, so I don't have to have multiple scripts attached to one hitbox?
I should mention that in this script, it does access the first script mentioned in the OnTriggerEnter2D function. It just doesn't do it for any other scripts mentioned afterwards.
using UnityEngine;
using System.Collections;
public class slicer : MonoBehaviour {
public int damage = 5;
private foeHP foe;
private goblin gobby;
public float timer;
void Update()
{
Destroy ();
timer -= Time.deltaTime;
}
public void OnTriggerEnter2D (Collider2D other)
{
if (other.gameObject.tag == "Enemy") {
other.gameObject.GetComponent<foeHP> ().takeDamage (damage);
var foe = other.GetComponent<foeHP> ();
other.gameObject.GetComponent<goblin> ().takeDamage (damage);
var gobby = other.GetComponent<goblin> ();
}
if (foe == null) {
return;
}
if (gobby == null) {
return;
}
}
public void Destroy(){
if (timer <=0)
Destroy(gameObject);
}
}
Declare a generic Enemy class that all enemy types derive from.
public class Enemy : MonoBehaviour
{
int health;
public void TakeDamage(int amount)
{
health -= amount;
}
}
Change your enemy classes such that they all derive from Enemy
public class Goblin : Enemy
{
// Extra fields/methods
}
public class Foe : Enemy
{
// Extra fields/methods
}
Now you can simplify your checks into:
public void OnTriggerEnter2D (Collider2D other)
{
if (other.gameObject.tag == "Enemy")
{
other.GetComponent<Enemy>().TakeDamage(5);
}
}
Since both Goblin and Foe are type Enemy, GetComponent<Enemy>() will return their respective derived type and you can call TakeDamage() on them.