I'm making what is essentially a board game within Unity 2D. The player will be able to move their pieces along a grid (see below). The larger circular sprites are the pieces, which the player can click on, then click a gridPoint (the small squares) to move to it.
I've created the grid by using empty gameobjects (I've rendered a sprite on them for visual help) at each intersection. These are the points where players can move between. The distance between the points varies, though the horizontal distance is always 1.
The full functionality would be...
A player clicks on a piece,
A preview area of where the piece can move to is shown.
Player clicks on a valid grid point where the piece should move to.
Grid piece moves to new point.
First of all, have I created this in the right way? I need the grid to be accurate, as it will be populated with an accurate sky map. Currently this grid is accurate.
Assuming this is the right way of doing it, how do I, when a piece is selected, work out which grid points are within range? Say a piece can move 4 spaces, then any space 4 grid points away from origin (horizontally, vertically and diagonally) can be moved to. I'd also need to count how many spaces the piece has moved.
I also need to make the piece travel from it's original position, to the new grid point, via grid points using the shortest route.
Any help is appreciated.
OK, there are many solution for this, but let's keep it simple!!
simple overview of your solution step!!
If your grid is fixes size(i.e fix height and width unity length), then put custom placeholder (empty gameobject)in intersection point
detect the swipe detection(assuming you working with this mechanism) from current tapping piece to direction.
using any tween library(i suggest DoTween library from unity asset store, it's free and absolutely amazing.)move your piece to that placeholder.
Now bit more in depth Understanding!!
please refer the below reference.
initial condition of any type of grid
after creating the grid, you can put empty gameobject as an placeholder in between grid(you can make it invisible- i.e make it alpha 0 of image property!)
placeholder in between gap of grid
you can make you piece(player) child of any of these placeholder.
you will detect the swipe or even tap mechanism and check weather in what ever direction you swapping or in which invisible placeholder you tapping, has any child??
if yes, that means that placeholder is already occupied with other piece(player). so no logic to move your current piece. so ignore the swipe.
if no, that means placeholder is empty, so its valid move.
using any tween library, from current placeholder position to desired placeholder, move your piece(player).
after reaching to desired placeholder, make that piece the child of that desired placeholder(using setparent(desiredplaceholder.gameobject.transform.position) kinda code)
and you done!!
hope you find this helpful!!
Related
I have a game in Unity.
The idea of the game is that an object is spawned on the screen.
It exists for several seconds.
You need to click on it, while it exists.
What I want to do, is that while it exists - I want to show a timer, but not with numbers, but with an outlined line on the perimeter of the screen.
I know, how to make a make a slider and how to make circular health bar, yet I do not really have an idea to make a slider, that is decresing from everywhere to the centre as you can see on the screenshots below.
I would be thankful for the inspiration!
This should be a very good fit using alpha cutoff with a custom shader.
Here's a video explaining it in detail (it's only the first half you will need).
The basic idea is to create a texture with a graded alpha depending on how you want the texture to appear/disappear. In this case the alpha value at the top and the bottom would be close to 0 and then gradually around the line on both sides towards the middle increase to 1. The shader then cuts off the texture below a cutoff threshold which you can change depending on the value of the timer.
As a dumb and simple approach:
Have two images with fill, one goes middle towards top the other middle towards bottom.
Just imagine the pnguin is your outline ^^
Does any know or can possibly point me to some instructions or a github repository on how I can create a script where I have an object and in GoogleVr (Cardboard) if I was to gaze over an object, a tooltip would appear?
If anyone is familiar, in the Cardboard Demos under Under Arctic Journey > Learn, when you click on the fox, a tooltip appears to showcase that item along with like a brief description on it. I want to have something similar (maybe even the same thing) except just having a gaze over will automatically show it. Is this possible?
I want to have this done on multiple objects in my project so I want it created so I can easily substitute out text and whatnot.
Have a script with a reference to a World Space Canvas (WSC). The WSC will be your tooltip and be activated when you hover over the object and disabled when you don't.
You can set images and texts of the WSC through the inspector or through code if you make a reference to them.
The script should also always have its rotation set to face the player.
You can use the SetActive(bool) method to show or hide the WSC.
The UI system makes it easy to create UI that is positioned in the world among other 2D or 3D objects in the Scene.
Start by creating a UI element (such as an Image) if you don’t already have one in your scene by using GameObject > UI > Image. This will also create a Canvas for you.
Set the Canvas to World Space
Select your Canvas and change the Render Mode to World Space.
Now your Canvas is already positioned in the World and can be seen by all cameras if they are pointed at it, but it is probably huge compared to other objects in your Scene. We’ll get back to that.
https://docs.unity3d.com/Manual/HOWTO-UIWorldSpace.html
So I created this window editor in WPF that helps me create Forms quickly. Now, one feature I've worked on was create a guideline tool. At its core it's just creates lines to help keep my UI elements organized on the screen. I will show you an example. The long black lines are the guidelines I spoke about earlier.
Now, I noticed that in a lot of art programs (i.e Photoshop) and popular IDEs that implement Forms that they have a "snap-to" feature where a UI element will snap to a line UI or to another UI element in order to maintain alignment. Something like this:
I already have the guidelines showing up in my editor. Now, what I would like help understanding is, how would I go about implementing the "snap to" feature? I'n not asking for code, just a breakdown (a visual breakdown will be most welcomed).
These are my questions:
How does an object know if one of its edges (top, bottom, left, right) touched a line?
How would I know how to unsnap the UI element if the user keeps moving the mouse past the guideline?
If I have (say) 10 lines how do I make sure that the object attaches to the nearest line(s)?
UPDATE
When an object moves or is resized, keep track of its actual size/location relative to the mouse, and separately keep track of a snapped version of the same information. If a given actual edge is within some arbitrary distance of a line -- say 4 pixels (arbitrary WPF units, really). If it's within that distance, set it to the value for the line it's close to. You still have the actual mouse-relative values as well, so you know to unsnap it if the the user keeps on dragging it and it leaves that 4-unit zone.
When an object is being resized, at most two edges of the bounding box will be changing position (assuming you can drag corners as well as edges). When you're moving an object, all four edges of the bounding box will move.
So you need to keep track of which edges are moving, and only do snap-line proximity testing on those edges. When you're moving an object, snapping the left or top edge to a line is easy. That's just the position of the object. But if you snap the right or top edge to a line, you're setting
snappedPos.X = nearestVerticalSnapLine.X - draggedObject.Width;
or
snappedPos.Y = nearestHorizontalSnapLine.Y - draggedObject.Height;
You may also have cases where opposite edges will both be in proximity to lines: Say you're dragging a seven-unit square across a ten-unit grid. When it's inside a grid box, all four sides will be in proximity to a grid line. Which wins? The closer one.
Locating the snap lines is easy -- %.
I have two cubes with one being slightly bigger than the other and can be moved around freely around the scene by the user.
I need to know when the user has placed the smaller one on top of the bigger one and then continue with the script.
I understand that I need to check the collision somehow and maybe check the Y coordinate of both boxes too to make sure the user puts the smaller cube on top of the bigger and not vice versa.
How can I do this?
You could either create a trigger (more on that in the unity docs) and use the respecrive callback to continue or you could constantly check the position of the second object and if the coordinates are above the ones of the big box continue.
I am developing a game with Unity which has a main menu to allow the user select game mode. In this screenshot you can see an example:
My problem is the following:
I need to create a scroll in which user can put his finger on point 1 and swipe/slide to point 2. On the one hand, while this action is happening the element 2 increase its opacity and its position change progressively to the center. On the other hand, while this action is happening the element 1 decrease its opacity and its position change progressively to the left part of the screen.
Extra information:
The elements are sprites with colliders to detect the selection of the player.
What would you suggest me to do? Have you got any code to solve this? Any other suggestion?
Hey i think i understood your problem,
According to my understanding. You can use a binary tree for this work, u can use a sprite sheet with different level of alpha value. The variable of the binary tree responsible for changing the sprite will depend on the finger's position on the screen which you can easily get by camera.ScreenToWorldPoint(pos). also you can easily change the position of the gameObject by recording the change in initial and final position of the touchPhase.