Time.Timescale is not pausing the game - c#

This is the script of a ball game that I am building.
The game is supposed to pause once it hits Time.timescale but it doesn't.
I need to know what I did wrong and what I need to change here.
I am a beginner in Unity and C# so i might have messed up everything.
If there is any other way to pause the game rather than using Time.timescale i would like to know it also.
using System.Collections;
using System.Collections.Generic;
using System.Threading;
using UnityEngine;
public class PauseScript : MonoBehaviour
{
public bool paused = false;
void Start()
{
paused = false;
Time.timeScale = 1;
}
// Update is called once per frame
public void Pause()
{
if (Input.GetKeyDown("p") && paused == false)
{
Time.timeScale = 0;
paused = true;
}
if (Input.GetKeyDown("p") && paused == true)
{
Time.timeScale = 1;
paused = false;
}
}
}
Ball.cs
using System;
using System.Collections;
using System.Collections.Generic;
using System.Reflection;
using UnityEngine;
public class Ball : MonoBehaviour
{
//configuration parameter
[SerializeField] Paddle paddleInitial;
[SerializeField] float horizontalPush = 2f;
[SerializeField] float verticalPush = 15f;
[SerializeField] AudioClip[] ballSounds;
//state parameter
Vector2 paddleToBallVector;
bool mouseButtonClicked = false;
//Cached COmponent References
AudioSource myAudioSource;
// Start is called before the first frame update
void Start()
{
paddleToBallVector = transform.position - paddleInitial.transform.position;
myAudioSource = GetComponent<AudioSource>();
}
// Update is called once per frame
void Update()
{
if (mouseButtonClicked == false)
{
stickBallToPaddle();
launchOnMouseClick();
}
if (Input.GetMouseButtonDown(1))
{
GetComponent<Rigidbody2D>().velocity = new Vector2(horizontalPush,verticalPush);
}
}
private void launchOnMouseClick()
{
if (Input.GetMouseButtonDown(0))
{
mouseButtonClicked = true;
GetComponent<Rigidbody2D>().velocity = new Vector2(horizontalPush, verticalPush);
}
}
private void stickBallToPaddle()
{
Vector2 paddlePosition = new Vector2(paddleInitial.transform.position.x, paddleInitial.transform.position.y);
transform.position = paddlePosition + paddleToBallVector;
}
//audio settings
private void OnCollisionEnter2D(Collision2D collision)
{
if (mouseButtonClicked)
{
AudioClip clip = ballSounds[UnityEngine.Random.Range(0, ballSounds.Length)];
myAudioSource.PlayOneShot(clip);
}
}
}

There are a couple of potential issues.
Your function should be called Update, or it won't run once per frame
Input.GetKeyDown returns if a key has started being pressed, but this persists on the current frame (it's only reset before the next Update call, so it will return true every time you call it in the same Update function block)
When you hit P, you check if the key is down then set the pause flag/timescale, but then you do another if check in the update method that does the opposite.
// Update is called once per frame
public void Pause()
{
// The p key is down and the game isn't paused, set timescale to 0 and paused to true...
if (Input.GetKeyDown("p") && paused == false)
{
Time.timeScale = 0;
paused = true;
}
// The p key is still down since we are on the same frame and paused flag is set so here we set timescale to 1 and paused to false...
if (Input.GetKeyDown("p") && paused == true)
{
Time.timeScale = 1;
paused = false;
}
}
You probably want to make sure only one of these conditions runs per update and ensure the function is called Update or it won't run once per frame
// Update is called once per frame
public void Update()
{
if (Input.GetKeyDown("p") && paused == false)
{
Time.timeScale = 0;
paused = true;
}
// Use else to make sure this block only gets executed if the above doesn't
else if (Input.GetKeyDown("p") && paused == true)
{
Time.timeScale = 1;
paused = false;
}
}
There are many ways to skin a cat so to speak; alternative code could look something like this:
public void Update()
{
if(Input.GetKeyDown("p"))
{
// Toggle paused
paused != paused;
// Use ternary operator to save lines because making code harder to read is fun
Time.timeScale = paused ? 0 : 1;
}
}
-- Edit:
Also make sure you are multiplying any vectors for movement etc by deltaTime each frame - otherwise your simulation will continue.
You may also need to explicitly handle paused for other aspects such as animations etc - it depends on how they are implemented, but as long as they consider the delta frame by frame they will react when timeScale is set to 0 as expected.

Related

How do I get my collision function into my private void Update() on Unity?

I have object 1 with rigid body and box collider, I want it to hit object 2 (also has collider and rigid body) so I can use the collision to stop object 1 for 5 seconds then have it move through object 2 whish has kinematics on
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class TRAINMOVE : MonoBehaviour
{
private int speed = 200;
private Rigidbody rb;
// Start is called before the first frame update
void Start()
{
StartCoroutine(WaitBeforeMove());
}
// Update is called once per frame
private void Awake()
{
rb = GetComponent<Rigidbody>();
}
private void Update()
{
rb.AddForce(transform.up * speed * Time.deltaTime);
}
//void OnCollision(Collision stop)
// {
// if (stop.gameObject.name == "train trigger station1")
// {
// speed = 0;
// WaitBeforeMove();
// speed = 200;
// rb.AddForce(transform.up * speed * Time.deltaTime);
// }
// else
// {
// speed = 200;
// }
// }
IEnumerator WaitBeforeMove()
{
yield return new WaitForSeconds(5);
}
}
Thats not exactly how Coroutines work.
The method/message you are looking for is called OnCollisionEnter. If it is not exactly written like that and with the expected signature then Unity doesn't find it and never invokes it.
A Coroutine does not delay the outer method which runs/starts it.
A Coroutine has to be started using StartCoroutine otherwise it does nothing (or at least it only runs until the first yield statement).
private void OnCollisionEnter(Collision stop)
{
if (stop.gameObject.name == "train trigger station1")
{
StartCoroutine(WaitBeforeMove());
}
}
private IEnumerator WaitBeforeMove()
{
speed = 0;
// Note that without this you would have no force applied but still the remaining velocity it already has
rb.velocity = Vector3.zero;
yield return new WaitForSeconds(5f);
speed = 200;
}
The method/message OnCollisionEnter can be a Courine itself! So in your specific case you actually can just do
// By making this an IEnumerator Unity automatically starts it as a Coroutine!
private IEnumerator OnCollisionEnter(Collision stop)
{
if (stop.gameObject.name == "train trigger station1")
{
speed = 0;
rb.velocity = Vector3.zero;
yield return new WaitForSeconds(5f);
speed = 200;
}
}
Finally instead of permanently continue to add 0 force I would in general rather use a simple bool flag and pause the adding of force entirely.
You should AddForce not every frame but rather in FixedUpdate.
And then you should not multiply force by Time.deltaTime. Since it is applied in fixed time intervals in FixedUpdate it is already a frame-rate independent event.
private bool stopped;
private void FixedUpdate()
{
if(stopped) return;
rb.AddForce(transform.up * speed);
}
// By making this an IEnumerator Unity automatically starts it as a Coroutine!
private IEnumerator OnCollisionEnter(Collision stop)
{
if (stop.gameObject.name == "train trigger station1")
{
stopped = true;
rb.velocity = Vector3.zero;
yield return new WaitForSeconds(5f);
stopped = false;
}
}
I suggest instead of comparing a name you should rather use a Tag and use stop.gameObject.CompareTag("Station")

Unity - deleting a specific gameobject when mouse/pointer is over it

I am creating a virtual reality game where when you double click on an object it deletes it. However multiple objects are duplicates of eachother so when i attach my double click script to them it will delete all the objects upon double click. I want it to just delete the one the mouse is on. I will attach my script below:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class doubleClick : MonoBehaviour
{
private float firstClickTime, timebetweenClicks;
private bool coroutineAllowed;
private int clickCounter;
public GameObject toDelete;
// Start is called before the first frame update
void Start()
{
firstClickTime = 0f;
timebetweenClicks = 0.2f;
clickCounter = 0;
coroutineAllowed = true;
}
// Update is called once per frame
void Update()
{
if (Input.GetMouseButtonUp(0))
clickCounter += 1;
if (clickCounter == 1 && coroutineAllowed)
{
firstClickTime = Time.time;
StartCoroutine(DoubleClickDetection());
}
}
private IEnumerator DoubleClickDetection()
{
coroutineAllowed = false;
while (Time.time < firstClickTime + timebetweenClicks)
{
if (clickCounter == 2)
{
//Destroy(toDelete);
break;
}
yield return new WaitForEndOfFrame();
}
clickCounter = 0;
firstClickTime = 0f;
coroutineAllowed = true;
}
}
I can't see anything that jumps out in your code. Padia's answer is on the right track, though. Mouse input handling when you want to interact with objects is best done from within that object/prefab. That way, you're guaranteed that only that object is interacted with. If not, then there's likely something else going on with your code.
Unfortunately, it's a little late for me to work out a complete solution. But here's a possible solution.
Within the prefab's code, insert an OnMouseDown function. In that function, check if the double-click timer's been started. If not, set a flag to tell the prefab that the double-click timer needs to start (call it WaitingForTimerStart). You could alternatively use an enum to hold the timer state. In any event, don't start the timer yet.
Within the prefab's code, insert an OnMouseUp function. That should check if the timer start flag's (WaitingForTimerStart) been set. If it has, set another timer flag to tell it to run the timer (RunTimer).
In the prefab's Update function, run the timer. I'm sure you know what to do here.
In the prefab's OnMouseDown function (the one you added earlier), check if the timer's running. If it is, then you know a double-click's been performed. Destroy the object.
This way, there's no need to check names, use raycasting or coroutines. Each object will have its own timer and be fully independent of each other.
One main issue with your code is: You are starting the Coroutine everyframe!
You have to wrap your code block in { } after the if, otherwise the condition only applies for the one line after it!
Instead of
if (Input.GetMouseButtonUp(0))
clickCounter += 1;
if (clickCounter == 1 && coroutineAllowed)
{
firstClickTime = Time.time;
StartCoroutine(DoubleClickDetection());
}
it should probably rather be
if (Input.GetMouseButtonUp(0))
{
clickCounter += 1;
if (clickCounter == 1 && coroutineAllowed)
{
firstClickTime = Time.time;
StartCoroutine(DoubleClickDetection());
}
}
Then
I want it to just delete the one the mouse is on.
Well currently you are using Input.GetMouseButtonUp which is true global in the entire app, not only the object the mouse is currently over.
You can rather use e.g. OnMouseDown which is called when the mouse goes down over a collider or UI element.
private void OnMouseDown ()
{
clickCounter += 1;
if (clickCounter == 1 && coroutineAllowed)
{
firstClickTime = Time.time;
StartCoroutine(DoubleClickDetection());
}
}
Try this code:
private float firstClickTime, timebetweenClicks;
private bool coroutineAllowed;
private int clickCounter;
RaycastHit hit;
// Start is called before the first frame update
void Start()
{
firstClickTime = 0f;
timebetweenClicks = 0.2f;
clickCounter = 0;
coroutineAllowed = true;
}
private void OnMouseUp()
{
clickCounter += 1;
}
// Update is called once per frame
void Update()
{
if (clickCounter == 1 && coroutineAllowed)
{
firstClickTime = Time.time;
StartCoroutine(DoubleClickDetection());
}
}
private IEnumerator DoubleClickDetection()
{
coroutineAllowed = false;
while (Time.time < firstClickTime + timebetweenClicks)
{
if (clickCounter == 2)
{
if (Physics.Raycast(Camera.main.ScreenPointToRay(Input.mousePosition), out hit))
{
if (hit.collider.transform == this.transform)
{
Destroy(this.gameObject);
}
}
break;
}
yield return new WaitForEndOfFrame();
}
clickCounter = 0;
firstClickTime = 0f;
coroutineAllowed = true;
}
This code use OnMouseDown() Unity function to detect when the game object is clicked by the mouse, and add 1 to the clickCounter variable.
Also you can use OnMouseUp() function if you prefer to detect the click when the mouse is up.

How can I wait number of seconds before changing for new random speed? [duplicate]

This question already has answers here:
How to make the script wait/sleep in a simple way in unity
(7 answers)
Closed 4 years ago.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GateControl : MonoBehaviour
{
public Transform door;
public float doorSpeed = 1.0f;
public bool randomDoorSpeed = false;
[Range(0.3f, 10)]
public float randomSpeedRange;
private Vector3 originalDoorPosition;
// Use this for initialization
void Start()
{
originalDoorPosition = door.position;
}
// Update is called once per frame
void Update()
{
if (randomDoorSpeed == true && randomSpeedRange > 0.3f)
{
StartCoroutine(DoorSpeedWaitForSeconds());
}
door.position = Vector3.Lerp(originalDoorPosition,
new Vector3(originalDoorPosition.x, originalDoorPosition.y, 64f),
Mathf.PingPong(Time.time * doorSpeed, 1.0f));
}
IEnumerator DoorSpeedWaitForSeconds()
{
doorSpeed = Random.Range(0.3f, randomSpeedRange);
yield return new WaitForSeconds(3);
}
}
Making StartCoroutine inside the Update is a bad idea. But I want that it will take one random speed when running the game then will wait 3 seconds and change to a new random speed then wait another 3 seconds and change for another new random speed and so on.
And while it's waiting 3 seconds to keep the current speed constant until the next change.
Update:
This is what I tried:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GateControl : MonoBehaviour
{
public Transform door;
public float doorSpeed = 1.0f;
public bool randomDoorSpeed = false;
public bool IsGameRunning = false;
[Range(0.3f, 10)]
public float randomSpeedRange;
private Vector3 originalDoorPosition;
// Use this for initialization
void Start()
{
IsGameRunning = true;
originalDoorPosition = door.position;
StartCoroutine(DoorSpeedWaitForSeconds());
}
// Update is called once per frame
void Update()
{
door.position = Vector3.Lerp(originalDoorPosition,
new Vector3(originalDoorPosition.x, originalDoorPosition.y, 64f),
Mathf.PingPong(Time.time * doorSpeed, 1.0f));
}
IEnumerator DoorSpeedWaitForSeconds()
{
var delay = new WaitForSeconds(3);//define ONCE to avoid memory leak
while (IsGameRunning)
{
if (randomDoorSpeed == true && randomSpeedRange > 0.3f)
doorSpeed = Random.Range(0.3f, randomSpeedRange);
yield return delay;
}
}
}
But there are two problems.
The first problem is that every 3 seconds, when it's changing the speed of the door, it's also changing the door position from its current position. So it looks like the door position is jumping to another position and then continue from there. How can I make that it will change the speed meanwhile the door keep moving from its current position ?
Second problem is how can I change the randomDorrSpeed flag so it will take effect while the game is running? I Want that if randomDorrSpeed is false use the original speed of the door (1.0) and if it`s true use the random speed.
You already know that the coroutine should start from Start:
void Start()
{
//initialization
StartCoroutine(DoorSpeedWaitForSeconds());
}
So make the coroutine a loop with the proper terminate condition:
IEnumerator DoorSpeedWaitForSeconds()
{
var delay = new WaitForSeconds(3);//define ONCE to avoid memory leak
while(IsGameRunning)
{
if(randomDoorSpeed == true && randomSpeedRange > 0.3f)
doorSpeed = Random.Range(0.3f, randomSpeedRange);
if(!randomDoorSpeed)
doorSpeed = 1;//reset back to original value
yield return delay;//wait
}
}
For the other question you asked, if you think about it you can't possibly use ping pong with dynamic speed based on Time.time. You need to change it like this:
bool isRising = true;
float fraq = 0;
void Update()
{
if (isRising)
fraq += Time.deltaTime * doorSpeed;
else
fraq -= Time.deltaTime * doorSpeed;
if (fraq >= 1)
isRising = false;
if (fraq <= 0)
isRising = true;
fraq = Mathf.Clamp(fraq, 0, 1);
door.position = Vector3.Lerp(originalDoorPosition,
new Vector3(originalDoorPosition.x, originalDoorPosition.y, 64f),
fraq);
}
You can solve the original problem without coroutines:
public float timeBetweenChangeSpeed = 3f;
public float timer = 0;
void Update ()
{
// Add the time since Update was last called to the timer.
timer += Time.deltaTime;
// If 3 seconds passed, time to change speed
if(timer >= timeBetweenChangeSpeed)
{
timer = 0f;
//Here you call the function to change the random Speed (or you can place the logic directly)
ChangeRandomSpeed();
}
}
And about opening and closing doors. Here is a script I used to control doors in a maze game I worked in:
You need to set empty gameObjects with to set the boundaries, that is until what point you want to move the door one opening or when closing. You place this empty gameobjects in your scene and link them to the scrip in the correct field. The script will take the transform.position component on it's own. There is also a trigger enter to activate the door when a character approaches. If you dont need that part, I can edit the code tomorrow.
You can use this script also to move platforms, enemies... in general anything which can move in a straight line.
using UnityEngine;
using System.Collections;
public class OpenDoor : MonoBehaviour {
// define the possible states through an enumeration
public enum motionDirections {Left,Right};
// store the state
public motionDirections motionState = motionDirections.Left;
//Variables for State Machine
bool mOpening = false;
bool mClosing = false;
//bool mOpened = false;
//OpenRanges to open/close the door
public int OpenRange = 5;
public GameObject StopIn;
public GameObject StartIn;
//Variables for Movement
float SpeedDoor = 8f;
float MoveTime = 0f;
int CounterDetections = 0;
void Update () {
// if beyond MoveTime, and triggered, perform movement
if (mOpening || mClosing) {/*Time.time >= MoveTime && */
Movement();
}
}
void Movement()
{
if(mOpening)
{
transform.position = Vector3.MoveTowards(transform.position, StopIn.transform.position, SpeedDoor * Time.deltaTime);
if(Vector3.Distance(transform.position, StopIn.transform.position) <= 0)
mOpening = false;
}else{ //This means it is closing
transform.position = Vector3.MoveTowards(transform.position, StartIn.transform.position, SpeedDoor * Time.deltaTime);
if(Vector3.Distance(transform.position, StartIn.transform.position) <= 0)
mClosing = false;
}
}
// To decide if door should be opened or be closed
void OnTriggerEnter(Collider Other)
{
print("Tag: "+Other.gameObject.tag);
if(Other.gameObject.tag == "Enemy" || Other.gameObject.tag == "Player" || Other.gameObject.tag == "Elevator")
{
CounterDetections++;
if(!mOpening)
Opening();
}
}
void OnTriggerStay(Collider Other)
{
if(Other.gameObject.tag == "Elevator")
{
if(!mOpening)
Opening();
}
}
void OnTriggerExit(Collider Other)
{
if(Other.gameObject.tag == "Enemy" || Other.gameObject.tag == "Player")
{
CounterDetections--;
if(CounterDetections<1)
Closing();
}
}
void Opening()
{
mOpening = true;
mClosing = false;
}
void Closing()
{
mClosing = true;
mOpening = false;
}
}
Using timer and setting an interval. The delegate event will fire every time the interval is reached.
var t = new Timer {Interval = 3000};
t.Elapsed += (sender, args) => { /* code here */};

Unity power-up is not working as intended

First off, I am quite new to scripting so there's probably going to be a few flaws in my script.
So basically, I've made a script for the power up, but once my shot or the player touches the power up coin the fire rate does increase however it won't go back to the normal fire rate after 5 seconds... I have no idea what might be the cause, any advice would be helpful!
using UnityEngine;
using System.Collections;
public class FireRatePowerUp : MonoBehaviour {
private bool isPowerUp = false;
private float powerUpTime = 5.0f;
private PlayerShoot playerShoot;
private void Start()
{
playerShoot = PlayerShoot.FindObjectOfType<PlayerShoot>();
}
private void OnTriggerEnter2D(Collider2D collision)
{
if (collision.gameObject.tag == "Player" || collision.gameObject.tag == "Projectile")
{
StartCoroutine(PowerUpTime());
isPowerUp = true;
Destroy(gameObject);
if (collision.gameObject.tag == "Projectile")
{
Destroy(collision.gameObject);
}
}
}
IEnumerator PowerUpTime()
{
playerShoot.fireRate -= 0.13f;
yield return new WaitForSeconds(powerUpTime);
playerShoot.fireRate += 0.13f;
}
}
I think the issue here is that you're destroying the gameobject this script is attached to (the coin) and by so doing, the script itself is destroyed, therefor its code, coroutine or otherwise won't execute.
StartCoroutine(PowerUpTime());
isPowerUp = true;
Destroy(gameObject); //oops, our script has been destroyed :(
You would have to do this very differently, basically moving the bulk of the code to the PlayerShoot class.
Something like this (this being in PlayerShoot.cs)
public void ActivatePowerupFireRate(float time, float amt) {
StartCoroutine(DoActivatePowerupFireRate(time, amt));
}
public IEnumerator ActivatePowerupFireRate(float time, float amt) {
fireRate -= amt;
yield return WaitForSeconds(time);
fireRate += amt;
}
IEumerator is definately one of the ways you can solve this issue.
However I'm not a fan of them here's my solution if you have a timer in game.
public int timePassed = 0;
public int gotPowerUp = 0;
void Start(){
InvokeRepeating("Timer", 0f, 1.0f);
//Starting at 0 seconds, every second call Timer function.
}
void Timer(){
timePassed++; // +1 second.
}
That way when you obtained the powerup you can set gotPowerUp = timePassed. So you have the exact time when powerup is activated.
then you do something like
if( (gotPowerUp + 5) == timePassed ){
//5 seconds have passed.
//deactivate powerup here
}

Pause button not working

I am writing a pause button for my game (Game for mobile phones).
My Pause script:
using UnityEngine;
using System.Collections;
public class PauseScript : MonoBehaviour {
public bool paused;
// Use this for initialization
void Start () {
paused = false;
}
// Update is called once per frame
void Update()
{
if (Input.GetKeyDown(KeyCode.Space))
{
paused = !paused;
}
if (paused)
{
Time.timeScale = 0;
}
else if (!paused)
{
Time.timeScale = 1;
}
}
public void Pause()
{
paused = !paused;
if (paused)
{
Time.timeScale = 0;
}
else if (!paused)
{
Time.timeScale = 1;
}
}
}
And Jump that is written like this jump = Input.GetButton("Fire1");
When I touch button my player jumps and the game does not pause.
How I can make my game pause and player doesn't jump?
Unity Docs: Time.timeScale
Except for realtimeSinceStartup, timeScale affects all the time and delta time measuring variables of the Time class.
if you want to actually use timeScale you need to use Time.deltaTime in your calculations. Like:
transfomr.position += Vector3.forward * speed * Time.deltaTime;
so, it's not going to magically pause all the scripts. Update(), FixedUpdate() and all the other MonoBehaviour functions will still get invoked normally. also, read about Time.deltaTime if you haven't already.

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