I'm working on a project but when i try to play it i have the error CS0031 Constant value true cannot be converted to a float - c#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GameManager : MonoBehaviour {
public AudioSource theMusic;
public bool startPlaying;
public BeatScroller theBS;
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
if (!startPlaying)
{
if (Input.anyKeyDown)
{
startPlaying = true;
theBS.hasStarted = true; <----------CS0031 error
theMusic.Play();
}
}
}
}
THE ERROR IS AT THE LINE WHERE IT SAYS theBS.hasStarted = true;

theBs.hasStarted is a float and you are trying to assign it a boolean.

Related

UNity3d Adding a value via button and getting random results

i found my next tier 1 problem and hoping for some help here in the so called internet.
first of all here are my atm not to hard to understanding codes.
please tell me if im doing something wrong here on stackoverflow im an absolute newbie and dont know how to explain my problem in this case without post a bunch of code :(
i know there are much ways to improve mystuff but im in the learning process and for now its maybe enough to tell my why the behavior of my code didnt match my expectations.
This is my PlayerClass:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Player_Values : MonoBehaviour
{
public float MaxNrg;
public float Nrg;
public float NrgDrain;
public float NrgDrainCoef;
public float NrgInPercent;
// Start is called before the first frame update
public void Start()
{
MaxNrg = 7950.0f;
Nrg = 7950.0f;
NrgDrain = 0.09201389f;
NrgDrainCoef = 1.0f;
}
// Update is called once per frame
public void Update()
{
}
public void FixedUpdate()
{
NrgInPercent = (GETnrg() / GETmaxnrg()) * 100;
}
public void SETmaxnrg(float tmpfloat)
{
MaxNrg = tmpfloat;
}
public void SETnrg(float tmpfloat)
{
Nrg = tmpfloat;
}
public void SETnrgdrain(float tmpfloat)
{
NrgDrain = tmpfloat;
}
public void SETnrgdraincoef(float tmpfloat)
{
NrgDrainCoef = tmpfloat;
}
public void ADDmaxnrg(float tmpfloat)
{
MaxNrg += tmpfloat;
}
public void ADDnrg(float tmpfloat)
{
Nrg += tmpfloat;
}
public void ADDnrgdrain(float tmpfloat)
{
NrgDrain += tmpfloat;
}
public void ADDnrgdraincoef(float tmpfloat)
{
NrgDrainCoef += tmpfloat;
}
public float GETmaxnrg()
{
return MaxNrg;
}
public float GETnrg()
{
return Nrg;
}
public float GETnrgdrain()
{
return NrgDrain;
}
public float GETnrgdraincoef()
{
return NrgDrainCoef;
}
public float GETnrginpercent()
{
return NrgInPercent;
}
}
End Here are the "Drain_mechanics":
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Drain_Mechanics : MonoBehaviour
{
public bool drainstate = false;
public double NrgLeftInSeconds;
public GameObject Scriptcontainer_Player;
// Start is called before the first frame update
public void Start()
{
Scriptcontainer_Player = GameObject.Find("Scriptcontainer_Player");
}
// Update is called once per frame
public void Update()
{
}
public void FixedUpdate()
{
if(drainstate == true)
{
Scriptcontainer_Player.GetComponent<Player_Values>().Nrg -= Scriptcontainer_Player.GetComponent<Player_Values>().GETnrgdrain() * Time.deltaTime * Scriptcontainer_Player.GetComponent<Player_Values>().GETnrgdraincoef();
}
else if(drainstate == false)
{
}
NrgLeftInSeconds = Scriptcontainer_Player.GetComponent<Player_Values>().GETnrg() / (Scriptcontainer_Player.GetComponent<Player_Values>().GETnrgdrain() * Scriptcontainer_Player.GetComponent<Player_Values>().GETnrgdraincoef());
}
public void SETdrainstate(bool tmpdrainstate)
{
drainstate = tmpdrainstate;
}
public double GETnrgleftinseconds()
{
return NrgLeftInSeconds;
}
}
Class for initializing the input fields in the game:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using System.Text.RegularExpressions;
public class Initialize_InputFields : MonoBehaviour
{
public GameObject Input_Energy;
public GameObject Input_Drainrate;
public GameObject Input_DrainCoef;
public float InputNrg;
public float InputNrgDrainrate;
public float InputNrgDrainCoef;
// Start is called before the first frame update
public void Start()
{
Input_Energy = GameObject.Find("Input_Energy");
Input_Drainrate = GameObject.Find("Input_Drainrate");
Input_DrainCoef = GameObject.Find("Input_DrainCoef");
}
// Update is called once per frame
void FixedUpdate()
{
InputNrg = float.Parse(Input_Energy.GetComponent<InputField>().text);
InputNrgDrainrate = float.Parse(Input_Drainrate.GetComponent<InputField>().text);
InputNrgDrainCoef = float.Parse(Input_DrainCoef.GetComponent<InputField>().text);
}
public float GETinputnrg()
{
return InputNrg;
}
public float GETinputnrgdrainrate()
{
return InputNrgDrainrate;
}
public float GETinputnrgdraincoef()
{
return InputNrgDrainCoef;
}
}
a class to manipulate the textfields while the game is running
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class Display_LabelsCalculated : MonoBehaviour
{
public GameObject Scriptcontainer_Player;
public GameObject Scriptcontainer_GameMechanics;
public GameObject Display_Energy;
public GameObject Display_EnergyDrain;
public GameObject Display_EnergyDrainCoef;
public GameObject Display_EnergyTimeleft;
public GameObject Display_EnergyPercentleft;
public Text Display_Energy_Text;
public Text Display_EnergyDrain_Text;
public Text Display_EnergyDrainCoef_Text;
public Text Display_EnergyTimeleft_Text;
public Text Display_EnergyPercentleft_Text;
// Start is called before the first frame update
void Start()
{
Scriptcontainer_Player = GameObject.Find("Scriptcontainer_Player");
Scriptcontainer_GameMechanics = GameObject.Find("Scriptcontainer_GameMechanics");
Display_Energy = GameObject.Find("Display_Energy");
Display_EnergyDrain = GameObject.Find("Display_EnergyDrain");
Display_EnergyDrainCoef = GameObject.Find("Display_EnergyDrainCoef");
Display_EnergyTimeleft = GameObject.Find("Display_EnergyTimeleft");
Display_EnergyPercentleft = GameObject.Find("Display_EnergyPercentleft");
Display_Energy_Text = Display_Energy.GetComponent<Text>();
Display_EnergyDrain_Text = Display_EnergyDrain.GetComponent<Text>();
Display_EnergyDrainCoef_Text = Display_EnergyDrainCoef.GetComponent<Text>();
Display_EnergyTimeleft_Text = Display_EnergyTimeleft.GetComponent<Text>();
Display_EnergyPercentleft_Text = Display_EnergyPercentleft.GetComponent<Text>();
}
// Update is called once per frame
public void Update()
{
}
public void FixedUpdate()
{
int hours = (int)(Scriptcontainer_GameMechanics.GetComponent<Drain_Mechanics>().GETnrgleftinseconds() / 60) / 60;
int minutes = (int)(Scriptcontainer_GameMechanics.GetComponent<Drain_Mechanics>().GETnrgleftinseconds() / 60) % 60;
int seconds = (int)Scriptcontainer_GameMechanics.GetComponent<Drain_Mechanics>().GETnrgleftinseconds() % 60;
Display_EnergyTimeleft_Text.text = hours.ToString() + ":" + ((minutes < 10) ? ("0") : ("")) + minutes.ToString() + ":" + ((seconds < 10) ? ("0") : ("")) + seconds.ToString();
Display_Energy_Text.text = Scriptcontainer_Player.GetComponent<Player_Values>().GETnrg().ToString();
Display_EnergyDrain_Text.text = Scriptcontainer_Player.GetComponent<Player_Values>().GETnrgdrain().ToString();
Display_EnergyDrainCoef_Text.text = Scriptcontainer_Player.GetComponent<Player_Values>().GETnrgdraincoef().ToString();
Display_EnergyPercentleft_Text.text = Scriptcontainer_Player.GetComponent<Player_Values>().GETnrginpercent().ToString();
}
}
followed by some button mechanics
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class Button_Mechanics : MonoBehaviour
{
public GameObject Scriptcontainer_Player;
public GameObject Scriptcontainer_InputFields;
public GameObject Scriptcontainer_GameMechanics;
public Button Button_SetEnergy;
public Button Button_SetDrainCoef;
public Button Button_SetDrainrate;
public Button Button_AddEnergy;
public Button Button_AddDrainCoef;
public Button Button_AddDrainrate;
public Button Button_ActivateMechanics;
public Button Button_DeactivateMechanics;
public Button Button_ResetValues;
// Start is called before the first frame update
public void Start()
{
Scriptcontainer_Player = GameObject.Find("Scriptcontainer_Player");
Scriptcontainer_InputFields = GameObject.Find("Scriptcontainer_InputFields");
Scriptcontainer_GameMechanics = GameObject.Find("Scriptcontainer_GameMechanics");
Button_SetEnergy = GameObject.Find("Button_SetEnergy").GetComponent<Button>();
Button_SetDrainCoef = GameObject.Find("Button_SetDrainCoef").GetComponent<Button>();
Button_SetDrainrate = GameObject.Find("Button_SetDrainrate").GetComponent<Button>();
Button_AddEnergy = GameObject.Find("Button_AddEnergy").GetComponent<Button>();
Button_AddDrainCoef = GameObject.Find("Button_AddDrainCoef").GetComponent<Button>();
Button_AddDrainrate = GameObject.Find("Button_AddDrainrate").GetComponent<Button>();
Button_ActivateMechanics = GameObject.Find("Button_ActivateMechanics").GetComponent<Button>();
Button_DeactivateMechanics = GameObject.Find("Button_DeactivateMechanics").GetComponent<Button>();
Button_ResetValues = GameObject.Find("Button_ResetValues").GetComponent<Button>();
}
public void Update()
{
}
// Update is called once per frame
public void FixedUpdate()
{
Button_SetEnergy.onClick.AddListener(SETnrgbtnclk);
Button_SetDrainCoef.onClick.AddListener(SETnrgdraincoefbtnclk);
Button_SetDrainrate.onClick.AddListener(SETnrgdrainbtnclk);
Button_AddEnergy.onClick.AddListener(ADDnrgbtnclk);
Button_AddDrainCoef.onClick.AddListener(ADDnrgdraincoefbtnclk);
Button_AddDrainrate.onClick.AddListener(ADDnrgdrainbtnclk);
Button_ActivateMechanics.onClick.AddListener(SETactivatemechanicsbtnclk);
Button_DeactivateMechanics.onClick.AddListener(SETdeactivatemechanicsbtnclk);
Button_ResetValues.onClick.AddListener(SETresetbtnclk);
}
public void SETnrgbtnclk()
{
Scriptcontainer_Player.GetComponent<Player_Values>().SETnrg(Scriptcontainer_InputFields.GetComponent<Initialize_InputFields>().GETinputnrg());
}
public void SETnrgdrainbtnclk()
{
Scriptcontainer_Player.GetComponent<Player_Values>().SETnrgdrain(Scriptcontainer_InputFields.GetComponent<Initialize_InputFields>().GETinputnrgdrainrate());
}
public void SETnrgdraincoefbtnclk()
{
Scriptcontainer_Player.GetComponent<Player_Values>().SETnrgdraincoef(Scriptcontainer_InputFields.GetComponent<Initialize_InputFields>().GETinputnrgdraincoef());
}
public void ADDnrgbtnclk()
{
Scriptcontainer_Player.GetComponent<Player_Values>().ADDnrg(Scriptcontainer_InputFields.GetComponent<Initialize_InputFields>().GETinputnrg());
}
public void ADDnrgdrainbtnclk()
{
Scriptcontainer_Player.GetComponent<Player_Values>().ADDnrgdrain(Scriptcontainer_InputFields.GetComponent<Initialize_InputFields>().GETinputnrgdrainrate());
}
public void ADDnrgdraincoefbtnclk()
{
Scriptcontainer_Player.GetComponent<Player_Values>().ADDnrgdraincoef(Scriptcontainer_InputFields.GetComponent<Initialize_InputFields>().GETinputnrgdraincoef());
}
public void SETactivatemechanicsbtnclk()
{
Scriptcontainer_GameMechanics.GetComponent<Drain_Mechanics>().SETdrainstate(true);
}
public void SETdeactivatemechanicsbtnclk()
{
Scriptcontainer_GameMechanics.GetComponent<Drain_Mechanics>().SETdrainstate(false);
}
public void SETresetbtnclk()
{
Scriptcontainer_Player.GetComponent<Player_Values>().SETnrg(7950);
Scriptcontainer_Player.GetComponent<Player_Values>().SETnrgdrain(0.09201389f);
Scriptcontainer_Player.GetComponent<Player_Values>().SETnrgdraincoef(1.0f);
}
}
at this point i apollogize one more time the amount of text im posting here but otherwise i cant even explain whats going on. and im not able to pick the exact codesnippets which are needed here. it will be better in future.
basically the main mechnisms work fine and im absolutely proud of what i did here...
my problems are the following.
Major problem 1. when i enter a value in the input fields and perform the button SET actions, i HAVE to do it in a specific order. NRG->DRAIN->COEF
otherwise the calculated textboxes are doing random stuff.
Major problem 2. when i try to perform the button add actions, the game also do random stuff. even when i set all variable to fixed values.
minor problem 3. in the Initialize_InputFields.cs im using the float.parse functionality. and my game constantly create warnings about a formatexception. is there a smarter way to solve this.
minor problem 4. last but not leat i want to work with realtime values. is there a way in unity to accerlate the globale timescale for the whole game?

How can I use flag to change the mouse cursor to default or to other texture?

The first script that handle the mouse cursor :
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class HandleMouseCursor : MonoBehaviour
{
public bool useDefaultCursor = true;
public Texture2D mouse;
public Texture2D hand;
public Texture2D grab;
public CursorMode cursorMode = CursorMode.Auto;
public Vector2 hotSpot = Vector2.zero;
// Use this for initialization
void Start ()
{
if(useDefaultCursor == true)
{
mouse = Texture2D.def
}
setMouse();
}
// Update is called once per frame
void Update ()
{
}
public void setMouse()
{
Cursor.SetCursor(mouse, hotSpot, cursorMode);
}
public void setHand()
{
Cursor.SetCursor(hand, hotSpot, cursorMode);
}
public void setGrab()
{
Cursor.SetCursor(grab, hotSpot, cursorMode);
}
}
I added a flag : useDefaultCursor
and then tried to start using it :
if(useDefaultCursor == true)
{
mouse = Texture2D.def
}
but not sure how to continue Texture2D don't have default property.
The second script use the first one methods :
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class UpdateCursor : MonoBehaviour
{
HandleMouseCursor cursor;
bool carrying;
// Use this for initialization
void Start ()
{
cursor = GameObject.FindGameObjectWithTag("MainCamera").GetComponent<HandleMouseCursor>();
}
// Update is called once per frame
void Update ()
{
if (carrying)
cursor.setGrab();
}
private void OnMouseEnter()
{
cursor.setHand();
}
private void OnMouseExit()
{
cursor.setMouse();
}
private void OnMouseDown()
{
carrying = true;
}
private void OnMouseUp()
{
carrying = false;
cursor.setMouse();
}
}
What I want to do is to use the flag useDefaultCursor if it's true use the regular default mouse cursor
if it's false use the mouse textures from the public fields if there are any textures assigned to the fields. if not textures assigned at all then use again the default mouse cursor.
In your HandleMouseCursor::setMouse() just use the useDefaultCursor as you intended and write:
void setMouse()
{
if (useDefaultCursor)
Cursor.SetCursor(null, hotSpot, cursorMode);
else
Cursor.SetCursor(mouse, hotSpot, cursorMode);
}

Unity Quiz Game Score in C#

I am making a quiz game in the unity from the unity live session quiz game tutorials everything is working fine except somehow the score isn't working when i Click the button it should add 10 score to the Score. Here are the tutorials : https://unity3d.com/learn/tutorials/topics/scripting/intro-and-setup?playlist=17117 and the code for my Game Controller :
using UnityEngine;
using System.Collections;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
using System.Collections.Generic;
public class GameController : MonoBehaviour {
public Text questionDisplayText;
public Text scoreDisplayText;
public Text timeRemainingDisplayText;
public SimpleObjectPool answerButtonObjectPool;
public Transform answerButtonParent;
public GameObject questionDisplay;
public GameObject roundEndDisplay;
private DataController dataController;
private RoundData currentRoundData;
private QuestionData[] questionPool;
private bool isRoundActive;
private float timeRemaining;
private int questionIndex;
private int playerScore;
private List<GameObject> answerButtonGameObjects = new List<GameObject>();
// Use this for initialization
void Start ()
{
dataController = FindObjectOfType<DataController> ();
currentRoundData = dataController.GetCurrentRoundData ();
questionPool = currentRoundData.questions;
timeRemaining = currentRoundData.timeLimitInSeconds;
UpdateTimeRemainingDisplay();
playerScore = 0;
questionIndex = 0;
ShowQuestion ();
isRoundActive = true;
}
private void ShowQuestion()
{
RemoveAnswerButtons ();
QuestionData questionData = questionPool [questionIndex];
questionDisplayText.text = questionData.questionText;
for (int i = 0; i < questionData.answers.Length; i++)
{
GameObject answerButtonGameObject = answerButtonObjectPool.GetObject();
answerButtonGameObjects.Add(answerButtonGameObject);
answerButtonGameObject.transform.SetParent(answerButtonParent);
AnswerButton answerButton = answerButtonGameObject.GetComponent<AnswerButton>();
answerButton.Setup(questionData.answers[i]);
}
}
private void RemoveAnswerButtons()
{
while (answerButtonGameObjects.Count > 0)
{
answerButtonObjectPool.ReturnObject(answerButtonGameObjects[0]);
answerButtonGameObjects.RemoveAt(0);
}
}
public void AnswerButtonClicked(bool isCorrect)
{
if (isCorrect)
{
playerScore += currentRoundData.pointsAddedForCorrectAnswer;
scoreDisplayText.text = "Score: " + playerScore.ToString();
}
if (questionPool.Length > questionIndex + 1) {
questionIndex++;
ShowQuestion ();
} else
{
EndRound();
}
}
public void EndRound()
{
isRoundActive = false;
questionDisplay.SetActive (false);
roundEndDisplay.SetActive (true);
}
public void ReturnToMenu()
{
SceneManager.LoadScene ("MenuScreen");
}
private void UpdateTimeRemainingDisplay()
{
timeRemainingDisplayText.text = "Time: " + Mathf.Round (timeRemaining).ToString ();
}
// Update is called once per frame
void Update ()
{
if (isRoundActive)
{
timeRemaining -= Time.deltaTime;
UpdateTimeRemainingDisplay();
if (timeRemaining <= 0f)
{
EndRound();
}
}
}
}
and my answer Button Code:
using UnityEngine;
using System.Collections;
using UnityEngine.UI;
public class AnswerButton : MonoBehaviour {
public Text answerText;
private AnswerData answerData;
private GameController GameController;
// Use this for initialization
void Start ()
{
GameController = FindObjectOfType<GameController> ();
}
public void Setup(AnswerData data)
{
answerData = data;
answerText.text = answerData.answerText;
}
public void HandleClick()
{
GameController.AnswerButtonClicked (answerData.isCorrect);
}
}
and Answer Data :
using UnityEngine;
using System.Collections;
[System.Serializable]
public class AnswerData
{
public string answerText;
public bool isCorrect;
}
If everything is working fine (the whole code gets executed correctly, which I presume at this point), you probably did not set the data correctly. In your Game Controller, you have the line
playerScore += currentRoundData.pointsAddedForCorrectAnswer;
in your AnswerButtonClicked method which should add an amount you defined to the score if the answer is correct. Since I presume that your whole code is running fine (I can't see your in-engine setup, only the code here, which looks like the one in the tutorial), this is probably the first location where to look at the error. This value is probably set in the Unity Inspector or via another script, so you may want to go check in other files or the Editor.
The next thing to check is, if the buttons are correctly linked via their event handler. This can be checked by looking at the inspector. In the tutorial series this step is done in part Click to answer at the end of the video.

Scenes are not loading

Something really odd happens when I'm trying to load a scene.
The code that generates an error (I guess):
using UnityEngine;
using System.Collections;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
public class playSc : MonoBehaviour {
public string levelToLoad;
public Animator menumusic;
public GameObject background;
public GameObject text;
public GameObject progressSlider;
public Text progressText;
public Slider progressBar;
private int loadProgress = 0;
public void close()
{
Application.Quit();
}
public void play()
{
menumusic.SetBool("FadeOUT", true);
GameObject.Find("Clock").SetActive(false);
progressText.text = "Think about the Universe to continue.\nThinking progress:";
StartCoroutine(DisplayLoadingScreen("Game"));
}
public void credits()
{
menumusic.SetBool("FadeOUT", true);
GameObject.Find("Clock").SetActive(false);
progressText.text = "Think about your behaviour.\nThinking progress:";
StartCoroutine(DisplayLoadingScreen("Credits"));
}
IEnumerator DisplayLoadingScreen(string level)
{
background.SetActive(true);
text.SetActive(true);
progressSlider.SetActive(true);
AsyncOperation async = SceneManager.LoadSceneAsync(level);
while (!async.isDone)
{
loadProgress = (int)(async.progress * 100);
progressBar.value = loadProgress;
yield return null;
}
}
}
I tried to use Application.LoadLevel() and it still is not working. It was working with this code but at one moment it stopped.

How to enable/disable scripts in 1 gameObject?

I have gameObject MainCamera and there is script LookAtCamera as my main view option and I have script MouseLook that I wanna make secondary with right-click.
using UnityEngine;
using System.Collections;
public class CameraManager : MonoBehaviour {
void Update () {
if (Input.GetKey (KeyCode.Mouse1)) {
LookAtCamera.enabled = false;
MouseLook.enabled = true;
}
}
}
How to declare script as a public component of MainCamera? I just have one of them enabled and switch between with mouse right click.
You've got most of it done. So, declare the scripts as a public variable like below, and then assign them on the inspector:
using UnityEngine;
using System.Collections;
public class CameraManager : MonoBehaviour {
public LookAtCamera lookAtScript;
public MouseLook mouseLookScript;
void Update () {
if (Input.GetKey (KeyCode.Mouse1)) {
lookAtScript.enabled = false;
mouseLookScript.enabled = true;
}
}
}
Thx :) I didn't know how to declare script. I also added else to go back to default camera setup.
using UnityEngine;
using System.Collections;
public class CameraManager : MonoBehaviour {
public LookAtCamera lookAtScript;
public MouseLook mouseLookScript;
void Update () {
if (Input.GetKey (KeyCode.Mouse1)) {
lookAtScript.enabled = false;
mouseLookScript.enabled = true;
} else {
mouseLookScript.enabled = false;
lookAtScript.enabled = true;
}
}
}

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