I've been working on a game as a project and I've gotten round to introducing invincibility frames when the player takes a heart of damage. In this case I want it so that the player model flashes roughly once every 0.1 seconds and to have the invincibility last for 2 seconds.
I've written this code and I can't figure out why it isn't working. By the way using this code when the player takes damage they cannot take damage afterwards so something is really messed up (it isn't just the visual invincibility being an issue).
(Thank you)
private void loseHealth()
{
if (invinTimerCounter == 0)
{
curHealth -= 1;
invinTimerCounter = invinTimer;
invincibilityBlink();
}
}
private void invincibilityBlink()
{
for (int i = 0; i < 10; i++)
{
Invoke("spriteDisable", 1);
Invoke("spriteEnable", 1);
}
}
private void spriteEnable()
{
this.spriteRenderer.enabled = true;
}
private void spriteDisable()
{
this.spriteRenderer.enabled = false;
}
private void Update()
{
if (invinTimerCounter < 0)
{
invinTimerCounter -= Time.deltaTime;
}
}
In addition to jmalenfant's comment, I'd like to rewrite your invincibilityBlink() method to use a coroutine:
private IEnumerator invincibilityBlink()
{
for (int i = 0; i < 10; i++)
{
spriteDisable();
yield return new WaitForSeconds(0.1f);
spriteEnable();
yield return new WaitForSeconds(0.1f);
}
invincible = false;
}
Then, here:
if (!invincible)
{
curHealth -= 1;
invincible = true;
StartCoroutine(invincibilityBlink());
}
Oh, and we'll change that messy float to a boolean and let the coroutine handle it too, so if you decide to change the invincibility time, you only need to change things in one place.
Related
In C# Unity3D, I'm trying to get my bullets to fire at an interval of bulletTime. Single shots work perfectly fine at the moment, but when I hold down the fire button, just 1 bullet is created and shot and then nothing else happens.
// Left mouse button HELD down.
else if (fireAgain && Input.GetMouseButton(0))
{
StartCoroutine("LoopNShoot");
fireAgain = false;
}
else if (timerH < bulletTime)
{
timerH += Time.deltaTime;
if(timerH >= bulletTime)
{
fireAgain = true;
timerH = 0;
}
}
IEnumerator LoopNShoot()
{
pivot.transform.Rotate(triggerAngle,0,0);
GameObject bullet = ObjectPooler.SharedInstance.GetPooledObject();
if (bullet != null) {
bullet.transform.position = SSpawn.transform.position;
bullet.transform.rotation = SSpawn.transform.rotation;
bullet.SetActive(true);
}
yield return new WaitForSeconds(.1f);
pivot.transform.rotation = Quaternion.Slerp(transform.rotation, originalRotationValue, Time.deltaTime * rotationResetSpeed);
}
Im thinking I need to place all my if statements and timer inside the coroutine? But that doesnt seem to help either...
Please ignore the pivot and rotation, it works fine for some animation, the only thing taht doesnt work is shooting bullets continuosly at a set interval while the fire button is Held down.
You should remove these else and just do.
private void Update()
{
if (fireAgain && Input.GetMouseButton(0))
{
StartCoroutine("LoopNShoot");
fireAgain = false;
timerH = 0;
}
if (timerH < bulletTime)
{
timerH += Time.deltaTime;
if(timerH >= bulletTime)
{
fireAgain = true;
}
}
}
You could also re-arange this to make clearer how it works:
private void Update()
{
if(!fireAgain)
{
timerH += Time.deltaTime;
if (timerH >= bulletTime)
{
fireAgain = true;
}
}
else
{
if(Input.GetMouseButton(0))
{
StartCoroutine("LoopNShoot");
fireAgain = false;
timerH = 0;
}
}
}
I actually thought you anyway already chose the Invoke method I showed you here
I want to include a cool down function to my skill button in my mobile game that I am currently developing. So I wanted to allow the player to only be able to use the skill button once every few seconds.
Left button is my default skill button and right one is a duplicate. The default skill button will be placed over the duplicate so when I run the game, upon clicking on the default skill button, the duplicate will overlap the default skill button.
However, in my case the duplicate is not able to overlap the default skill button so it does not show the cool down timer.
I am wondering if I need to include a set of codes to allow the default skill button to turn inactive upon clicking or do I just have to sort the layers?
My current codes are as such:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class Abilities : MonoBehaviour
{
public Image abilityImage1;
public float cooldown = 5;
bool isCooldown = false;
public Button ability1;
void Start()
{
abilityImage1.fillAmount = 0;
ability1.onClick.AddListener(AbilityUsed);
}
private void AbilityUsed()
{
if (isCooldown)
return;
isCooldown = true;
abilityImage1.fillAmount = 1;
StartCoroutine(LerpCooldownValue());
}
private IEnumerator LerpCooldownValue()
{
float currentTime = 0;
while (currentTime < cooldown)
{
abilityImage1.fillAmount = Mathf.Lerp(1, 0, currentTime /
cooldown);
currentTime += Time.deltaTime;
yield return null;
}
abilityImage1.fillAmount = 0;
isCooldown = false;
}
}
The first picture is my original skill button and on the bottom is a duplicate which I made to adjust the color to create an overlay effect for the cool down.
Thanks!
Use Lerp instead of changing fill amount in Update() method
void Start()
{
abilityImage1.fillAmount = 0;
ability1.onClick.AddListener(AbilityUsed);
}
private void AbilityUsed()
{
if (isCooldown)
return;
isCooldown = true;
abilityImage1.fillAmount = 1;
StartCoroutine(LerpCooldownValue());
}
private IEnumerator LerpCooldownValue()
{
float currentTime = 0;
while (currentTime < cooldown)
{
abilityImage1.fillAmount = Mathf.Lerp(1, 0, currentTime / cooldown);
currentTime += Time.deltaTime;
yield return null;
}
abilityImage1.fillAmount = 0;
isCooldown = false;
}
I have 3 checkboxes
public bool stateForward = false, stateReverse = false, stateRandom = false;
I want that i will be able to chose each time only one checkbox. But also in editor mode and also when the game is running. And when the game is running i want to make it effect on the game.
In the top of the script i added:
[ExecuteInEditMode]
I tried to do in the Start function
void Start()
{
while (true)
{
if (stateForward == true)
{
stateRandom = false;
stateReverse = false;
}
else if (stateReverse == true)
{
stateRandom = false;
stateForward = false;
}
else if (stateRandom == true)
{
stateForward = false;
stateReverse = false;
}
}
anims = GetComponent<Animations>();
waypoints = GameObject.FindGameObjectsWithTag("ClonedObject");
objectsToMove = GameObject.FindGameObjectsWithTag("Robots");
originalPosition = objectsToMove[0].transform.position;
}
But i'm getting on anims: Unreachable code detected
And in the Update function:
void Update()
{
if (MyCommands.walkbetweenwaypoints == true)
{
DrawLinesInScene();
anims.PlayState(Animations.AnimatorStates.RUN);
WayPointsAI();
}
}
And in WayPointsAI
private void WayPointsAI()
{
if (stateForward == true)
{
if (targetIndex == waypoints.Length)
targetIndex = 0;
}
if (stateReverse == true)
{
if (targetIndex == 0)
targetIndex = waypoints.Length;
}
waypoint = waypoints[targetIndex].transform;
float distance = Vector3.Distance(objectsToMove[0].transform.position, waypoint.transform.position);
objectsToMove[0].transform.rotation = Quaternion.Slerp(objectsToMove[0].transform.rotation, Quaternion.LookRotation(waypoint.position - objectsToMove[0].transform.position), rotationSpeed * Time.deltaTime);
//move towards the player
if (distance < 30)
{
objectsToMove[0].transform.position += objectsToMove[0].transform.forward * slowDownSpeed * Time.deltaTime;
}
else
{
objectsToMove[0].transform.position += objectsToMove[0].transform.forward * moveSpeed * Time.deltaTime;
}
if (distance < 2)
{
if (stateForward == true)
targetIndex++;
if (stateReverse == true)
targetIndex--;
}
}
First off, you are never going to get out of your Start() method. You have a while(true) loop that you never break out of, so you will be stuck there.
Instead of multiple checkboxes that you can only choose one of, just use an enumeration. Unity will give you a drop down and you can choose one of the three available states.
enum MyStateEnum{ Forward, Reverse, Random }
public MyStateEnum State;
If you want them to be exclusive, you should probably use a single enum field instead of three bool fields. Your enum would have values Forward, Reverse, and Random, while your MonoBehavior would have a single field of your enum type. This ensures that only one will be chosen at any given time, and the editor should show a drop-down for selecting which value rather than a series of checkboxes. This not only fixes the editor UI issue, but will also lead to cleaner code with fewer potential bugs.
I am working on an RPG and started working on ability cooldowns. I have a player that is controlled by the user (player1), and a player controlled by the computer (player2) for testing purposes. The cooldown for abilities work perfectly for the user controlled player, but when it comes to the AI, the computer will not execute the ability unless the computer goes first (when the ability is off cooldown by default). Below is the code I think is relevant to the question, but if more information is needed I will update the post.
The ability class:
using UnityEngine;
public class attackList : MonoBehaviour{
public int dmg;
public float coolDown;
public float _attackTimer;
public void Attack1(basePlayer user, basePlayer target, int D)
{
coolDown = 2.5f;
if (user._attackTimer == 0)
{
dmg = D;
user._attackTimer = coolDown;
target.curHealth -= dmg;
}
}
public void cooldown(basePlayer user)
{
if (user._attackTimer > 0) {
user._attackTimer -= Time.deltaTime;
if (user._attackTimer < 0) {
user._attackTimer = 0;
}
}
}
}
The attack logic class:
public class attackLogic : MonoBehaviour {
private attackList _attackList = new attackList();
private playerList _playerList = new playerList();
public bool player1_turn = false; //player1 is not allowed to go first by default
public bool player2_turn = false; //player2 is not allowed to go first by default
void Start()
{
int rnd = Random.Range (1,3); // random value between 1 and 2 generated, which will determine what player goes first
if (rnd == 1)
{
player1_turn = true;
}
if (rnd == 2)
{
player2_turn = true;
}
//current health set to the maximum health at the beginning of each fight
_playerList.player1.curHealth = _playerList.player1.maxHealth;
_playerList.player2.curHealth = _playerList.player2.maxHealth;
}
void Update()
{
Logic(); //run through the logic of the battle
}
public void Logic()
{
if (player1_turn == true)
{
_attackList.cooldown(_playerList.player1);
if (Input.GetKeyUp("1"))
{
_attackList.Attack1(_playerList.player1, _playerList.player2, 5);
player1_turn = false;
player2_turn = true;
}
}
if (player2_turn == true)
{
_attackList.cooldown(_playerList.player2);
_attackList.Attack1(_playerList.player2, _playerList.player1, 5);
player1_turn = true;
player2_turn = false;
}
}
}
1) I have a nasty suspicion that the actual problem is in Time.deltaTime, but you didn't show the code so I can't confirm this.
2) Since you have time-based code here you can't expect it to behave the same when you step through the code. Thus it often helps to dust off some of the old techniques--namely, print statements. Of course things have changed enough over the years that it's become write but the ideas still work. Take a part of the screen that isn't important to what you're testing and write the variables out that are involved in what you are doing. I think you'll find player 2 is cooling down extremely slowly.
3) I think you need a better understanding of objects. You appear to be simply using them as containers. I also dislike player1 and player2--you should simply have a list of players. Remember how the WOPR was defeated in War Games?--that can be very useful at times in balancing things.
i've got a player and an enemy. When i rightclick the enemy his HP goes down and a hitcounter goes up. I want to make it like when you hit the enemy the text label becomes visible and when you stop attacking it stays visible for a couple more seconds and then hides and sets the hitcounter back to 0.
This is what i have at the moment.
public Text GUIHit;
public int HitCounter = 0;
void OnMouseOver()
{
if (Input.GetMouseButtonDown(1))
{
HitCounter++;
StartCoroutine(ShowHitCounter(HitCounter.ToString(), 2));
}
}
IEnumerator ShowHitCounter(string message, float delay)
{
GUIHit.text = message;
GUIHit.enabled = true;
yield return new WaitForSeconds(delay);
HitCounter = 0;
GUIHit.enabled = false;
}
What happens is that it works for 2 seconds, but even when im still attacking it goes invisible and the hit counter goes back to 0, the coroutine does not get reset back to a starting point.
Lets analyze your code:
void OnMouseOver()
{
if (Input.GetMouseButtonDown(1)) //you get passed that if when you hit first time
{
HitCounter++;
StartCoroutine(ShowHitCounter(HitCounter.ToString(), 2)); //you call your label with delay of 2 sec
}
}
IEnumerator ShowHitCounter(string message, float delay)
{
GUIHit.text = message;
GUIHit.enabled = true;
yield return new WaitForSeconds(delay); // still on your first hit you get to here and wait 2 seconds
HitCounter = 0; //after 2 seconds you reset hitcounter and disable label
GUIHit.enabled = false;
}
To fix it you need to know when you stopped hitting, and then reset hitcounter and disable label.
I would change showhitcounter to below:
IEnumerator ShowHitCounter(string message)
{
GUIHit.text = message;
GUIHit.enabled = true;
}
void ClearLabel()
{
HitCounter = 0;
GUIHit.enabled = false;
}
}
I made clearLabel to have separate method that clears label. Your logic will have to be in different places and call this method.
One place would onmouseleave event.
Other place would be in your onmouseover and added a property
public static DateTime TimeLeft { get; set; }
void OnMouseOver()
{
TimeSpan span = DateTime.Now - TimeLeft;
int ms = (int)span.TotalMilliseconds;
if (ms > 2000)
{
ClearLabel();
}
if (Input.GetMouseButtonDown(1))
{
HitCounter++;
StartCoroutine(ShowHitCounter(HitCounter.ToString(), 2));
}
}
Also you need to initialize TimeLeft somewhere before
Just finished with my solution and realized there is an answer already. Can't discard it. Just putting it as a solution with no memory allocation.
You don't need to start Coroutine each time right mouse is clicked like you did in the code in your question. I say this because of constant memory allocation when StartCoroutine() is called after each mouse click. Timer in the code below is based on frame-rate but can be easily changed to real-time by using DateTime.Now. You can also put the code in a while loop in a Coroutine then call it once from Start function.
public Text GUIHit;
public int HitCounter = 0;
bool firstRun = true;
float waitTimeBeforeDisabling = 2f;
float timer = 0;
void Update()
{
//Check when Button is Pressed
if (Input.GetMouseButtonDown(1))
{
//Reset Timer each time there is a right click
timer = 0;
if (!firstRun)
{
firstRun = true;
GUIHit.enabled = true;
}
HitCounter++;
GUIHit.text = HitCounter.ToString();
}
//Button is not pressed
else
{
//Increement timer if Button is not pressed and timer < waitTimeBeforeDisabling
if (timer < waitTimeBeforeDisabling)
{
timer += Time.deltaTime;
}
//Timer has reached value to Disable Text
else
{
if (firstRun)
{
firstRun = false;
GUIHit.text = HitCounter.ToString();
HitCounter = 0;
GUIHit.enabled = false;
}
}
}
}
Awh, okay then, here's another concept, just for the sake of it :)Did not test it and such so handle with care, but the thing is, starting a coroutine, etc looks too much (and too expensive) for me for something as little as what you want.
private float holdOutTime = 2.0f;
private float lastHitTime = 0.0f;
void OnMouseOver() {
if (Input.GetMouseButtonDown(1)) { IncHitAndShowUI() } //compacted
}
private void Update() {
if (GUIHit.enabled) { TestAndDisableHitUI(); } //compacted
}
#region priv/helper methods
//would force it inline if it was possible in Unity :)
private void IncHitAndShowUI() {
HitCounter++;
lastHitTime = Time.time;
GUIHit.text = HitCounter.ToString();
GUIHit.enabled = true;
}
//same here :)
private void TestAndDisableHitUI() {
if (lastHitTime + holdOutTime >= Time.time) {
GUIHit.enabled = false;
}
}
#endregion