Enemy movement to only follow player when in range using navmesh - c#

I am very new at C# (around 1 week in), so I have been following a lot of tutorials. I am at the moment trying to edit a piece of code (unity tutorial) to only have the enemy follow the player when in a certain range of the player (10 foot), but unfortunately without changing the code completely, I cannot find a solution. At the moment the enemy will only follow the player when the player is alive (which i also want).
I've tried googling what I want, but I don't want to change the code from what is it too much. I am very new at c# and and currently learning bit by bit, other methods I have found require me changing the code a lot. As far as I understand, the main focus of the code below is for the enemy to be completely controlled by the Nav Mesh Agent, is it possible for me to keep the same technique?
using UnityEngine;
using System.Collections;
public class EnemyMovement : MonoBehaviour
{
Transform player;
PlayerHealth playerHealth;
EnemyHealth enemyHealth;
UnityEngine.AI.NavMeshAgent nav;
void Awake()
{
// references
player = GameObject.FindGameObjectWithTag("Player").transform;
playerHealth = player.GetComponent<PlayerHealth>();
enemyHealth = GetComponent<EnemyHealth>();
nav = GetComponent<UnityEngine.AI.NavMeshAgent>();
}
void Update()
{
if (enemyHealth.currentHealth > 0 && playerHealth.currentHealth > 0)
{
nav.SetDestination(player.position);
transform.LookAt(player);
}
else
{
nav.enabled = false;
}
}
}
If possible, I would like to add 2 if functions. 1 being the check if the player is alive, and the other to check if the player is within distance. I don't know much about raycast at the moment, so will this be the next step for me to learn to get this to work how i want?
Thankyou for your time.
Dean.

You can calculate distance by doing:
float distance = Vector3.Distance(player.transform.position,transform.position);
You can do a check if it's no larger than some amount with:
bool playerIsCloseEnough = distance <= amount;
And you can check if the player is alive with:
bool playerIsAlive = playerHealth.currentHealth > 0;
Then, you can do things if they're both true with:
if (playerIsAlive && playerIsCloseEnough)
{
// ...
}
And as you mentioned in the comment, you'll need to set nav.enabled=true; in void Awake or void Start to make sure the nav mesh is turned on :)

Related

animator component not playing animation on navmeshagent

I'm a real noob, I am an artist that just started out programming and have looked around a lot for a solution to this, the closest i could find was a reddit post with the same problem as mine but even there no one could find a solution.
I have set up an animator controller and have given it all the parameters i need, walking, running, jumping etc. If I use a player controller script everything works like a charm. Now when I want to turn this character into an NPC and place the patrol AI script I picked up from the unity manual, things aren't working right.
I have baked my navmesh, I have added the NavMeshAgent component too. The NPC slides around, but the animation doesn't play
using UnityEngine;
using UnityEngine.AI;
using System.Collections;
public class Patrol : MonoBehaviour
{
Animator animator;
public Transform[] points;
private int destPoint = 0;
private NavMeshAgent agent;
void Start()
{
animator = GetComponent<Animator>();
agent = GetComponent<NavMeshAgent>();
// Disabling auto-braking allows for continuous movement
// between points (ie, the agent doesn't slow down as it
// approaches a destination point).
agent.autoBraking = false;
GotoNextPoint();
}
void GotoNextPoint()
{
// Returns if no points have been set up
if (points.Length == 0)
return;
// Set the agent to go to the currently selected destination.
agent.destination = points[destPoint].position;
// Choose the next point in the array as the destination,
// cycling to the start if necessary.
destPoint = (destPoint + 1) % points.Length;
}
void Update()
{
animator.SetBool("isRunning", true);
// Choose the next destination point when the agent gets
// close to the current one.
if (!agent.pathPending && agent.remainingDistance < 0.5f)
GotoNextPoint();
}
}
A screenshot of the animator
Animator starts from the default state (indicated by orange color) and transitions happen based on that. Based on the screenshot of your animator, from your default state, animator can go to Idle, SwordSlash and SwordJump states and there is no transition between the Idle state and the Run state. Nevertheless your code sets the isRunning bool to true. If you want it to work you must set the isWalking bool to true, so the animator goes into SwordWalk state. From there you can set isRunning to true to go to Run animation. Another way is to change isRunning to isWalking (By the way, I suggest you study about 1D blend trees)

C# (Galaga Style Project) - Limit Projectile Prefab Clones based on Hierarchy

I am trying to practice creating a clone of Galaga following the same ruleset as the original. I am currently stuck trying to attempt a limit on the amount of cloned prefabs that can be in the scene at any one time, in the same way that Galaga's projectiles are limited to 2 on screen at any time. I want to make it so the player can shoot up to two projectiles, which destroy after 2 seconds or when they collide (this part is functioning), followed by not being able to shoot if two projectile clones are active and not yet destroyed in the hierarchy (Not working as I can instantiate projectiles over the limit of 2).
I have combed through Google for about 3 hours with no solutions that have worked for me, at least in the ways that I had attempted to implement them.
Thank y'all so much for the help!
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class playerController : MonoBehaviour
{
public float moveSpeed = 1.0f;
public playerProjectile projectile;
public Transform launchOffset;
public int maxBullets = 0;
private GameObject cloneProjectile;
public Rigidbody2D player;
// Start is called before the first frame update
void Start()
{
player = this.GetComponent<Rigidbody2D>();
}
// Update is called once per frame
void Update()
{
MovePlayer();
PlayerShoot();
}
public void MovePlayer()
{
player.velocity = new Vector2(Input.GetAxis("Horizontal"), Input.GetAxis("Vertical")) * moveSpeed;
}
public void PlayerShoot()
{
if (Input.GetKeyDown(KeyCode.Z))
{
var cloneProjectile = Instantiate(projectile, launchOffset.position, launchOffset.rotation);
maxBullets++;
if (maxBullets >= 3)
{
Destroy(cloneProjectile, 0.1f);
maxBullets --;
return;
}
}
}
}
You could change the logic up a bit. An instance of the playerController class is active as long as the game is active, so it will know and retain the value of 'maxBullets' until you die or exit the program.
So instead, every time you click "z", the first thing you should do is run the check. If the current amount of live projectiles equals the maximum, have the logic 'return' and exit out of the method.

What code do I need for my Unity character to shoot the bullet correctly?

I am not new to programming, but I am new to C#. I am experienced in Python, Java, and HTML. My game is 2D I have a game where my character currently has to touch the enemy to kill it. Now I added code for shooting a bullet to kill the enemy. I also want the bullet to be shot if the spacebar is pressed. The character is supposed to a shoot bullet in either direction. I have taken my code from an example my professor gave me which was originally Javascript and I converted it to C#. Unity no longer supports Javascript. The example code he gave me was basically a rocket shooting as many bullets as I clicked (clicking the mouse shoots bullets) to eliminate an enemy, however the rocket in that example does not move. In my game, the character moves, so the bullet has to get the position of the character. What is the correct code for getting the character position and shooting a bullet correctly?
I tested my game with my current code. The bullet is being spit out of nowhere (from the bottom of my background wallpaper [smack in the middle of the bottom] to a little below the wallpaper). Not even from the character...
Also, I added the Hit class script to my Bullet category in Unity.
Complete Camera Controller (no issues here at all)
using UnityEngine;
using System.Collections;
public class CompleteCameraController : MonoBehaviour {
public GameObject player; //Public variable to store a reference to the player game object
private Vector3 offset; //Private variable to store the offset distance between the player and camera
// Use this for initialization
void Start ()
{
//Calculate and store the offset value by getting the distance between the player's position and camera's position.
offset = transform.position - player.transform.position;
}
// LateUpdate is called after Update each frame
void LateUpdate ()
{
// Set the position of the camera's transform to be the same as the player's, but offset by the calculated offset distance.
transform.position = player.transform.position + offset;
}
}
Complete Player Control Class (If you read the comments in the code that say the "BULLET CODE", that's new code I have placed in the game for the bullets.
using UnityEngine;
using System.Collections;
//Adding this allows us to access members of the UI namespace including Text.
using UnityEngine.UI;
public class CompletePlayerController : MonoBehaviour
{
public float speed; //Floating point variable to store the player's movement speed.
public Text countText; //Store a reference to the UI Text component which will display the number of pickups collected.
public Text winText; //Store a reference to the UI Text component which will display the 'You win' message.
private Rigidbody2D rb2d; //Store a reference to the Rigidbody2D component required to use 2D Physics.
private int count; //Integer to store the number of pickups collected so far.
Rigidbody2D bullet;
float speed2 = 30f; //BULLET CODE
// Use this for initialization
void Start()
{
//Get and store a reference to the Rigidbody2D component so that we can access it.
rb2d = GetComponent<Rigidbody2D> ();
//Initialize count to zero.
count = 0;
//Initialze winText to a blank string since we haven't won yet at beginning.
winText.text = "";
//Call our SetCountText function which will update the text with the current value for count.
SetCountText ();
}
//FixedUpdate is called at a fixed interval and is independent of frame rate. Put physics code here.
void FixedUpdate()
{
//Store the current horizontal input in the float moveHorizontal.
float moveHorizontal = Input.GetAxis ("Horizontal");
//Store the current vertical input in the float moveVertical.
float moveVertical = Input.GetAxis ("Vertical");
Rigidbody2D bulletInstance; //BULLET CODE
//Use the two store floats to create a new Vector2 variable movement.
Vector2 movement = new Vector2 (moveHorizontal, moveVertical);
//Call the AddForce function of our Rigidbody2D rb2d supplying movement multiplied by speed to move our player.
rb2d.AddForce (movement * speed);
if(Input.GetKeyDown(KeyCode.Space)&& Hit.hit == false) //BULLET CODE IN HERE
{
// ... instantiate the bullet facing right and set it's velocity to the right.
bulletInstance = Instantiate(bullet, transform.position, Quaternion.Euler(new Vector3(0,0,0)));
bulletInstance.velocity = new Vector2(speed2, 0);
bulletInstance.name = "Bullet";
}
}
//OnTriggerEnter2D is called whenever this object overlaps with a trigger collider.
void OnTriggerEnter2D(Collider2D other)
{
//Check the provided Collider2D parameter other to see if it is tagged "PickUp", if it is...
if (other.gameObject.CompareTag ("PickUp"))
{
//... then set the other object we just collided with to inactive.
other.gameObject.SetActive(false);
transform.localScale += new Vector3(0.1f, 0.1f, 0);
//Add one to the current value of our count variable.
count = count + 1;
//Update the currently displayed count by calling the SetCountText function.
SetCountText ();
}
}
//This function updates the text displaying the number of objects we've collected and displays our victory message if we've collected all of them.
void SetCountText()
{
//Set the text property of our our countText object to "Count: " followed by the number stored in our count variable.
countText.text = "Count: " + count.ToString ();
//Check if we've collected all 12 pickups. If we have...
if (count >= 12)
//... then set the text property of our winText object to "You win!"
winText.text = "You win!";
}
}
Hit code. All code in this class is made for the bullet.
using UnityEngine;
using System.Collections;
public class Hit : MonoBehaviour
{
GameObject[] gameObjects;
public static bool hit = false;
void Removal ()
{
gameObjects = GameObject.FindGameObjectsWithTag("Bullet");
for(var i= 0 ; i < gameObjects.Length ; i ++)
Destroy(gameObjects[i]);
}
void OnCollisionEnter2D ( Collision2D other )
{
if(other.gameObject.name=="Bullet")
{
Removal();
Destroy(gameObject);
hit = true;
}
}
}
I see several issues with the code you wrote. as #Kyle Delaney suggested, I'd also highly recommend you check out the Unity Learn website, and go through several tutorials before moving through. I've highlighted a few issues below that may help solve your problem, but you could really benefit from changing your approach in the first place to avoid many of these issues. See below.
In your camera controller class, why not make the offset public so you can set it yourself in the inspector>
In Player controller class:
changed:
if (Input.GetKeyDown(KeyCode.Space)) //Shoot bullet
{
// ... instantiate the bullet facing right and set it's velocity to the right.
Rigidbody2D bulletRB = Instantiate(bullet, transform.position, transform.rotation);
bulletRB.AddForce(new Vector2(speed2,0), ForceMode2D.Impulse);
}
On a click, this instantiates the bullet prefab and sets its transform to copy the position and rotation of the player. It then adds a force to it to the right. You should avoid setting the velocity manually with rigidbodies, this can cause unwanted behaviour. Use the Addforce/addTorque methods instead. The ForceMode says to ignore its mass and set its velocity.
Then delete your Hit class, and replace with this Bullet class, which you drag onto the bullet prefab. Your player shouldn't be in charge of checking for bullet hits. that's the bullet's job. The player just launches the bullets and then the bullets do what bullets do. this just checks to see if the bullet hit anything, if so it destroys it. You can make this more complicated if you want. I would recommend using layers to determine which layers the bullet checks collisions with. You probably don't want bullets destroying your terrain. and you definitely don't want bullets destroying the player itself!
public class Bullet : MonoBehaviour
{
private void OnCollisionEnter2D(Collision2D collision)
{
Destroy(collision.gameObject);
Destroy(this.gameObject);
}
}
Also you shouldn't need to set the name of the bullet, since your prefab bullet should already be named "bullet".
I hope this gets you started in the right direction. But based on your code, I HIGHLY recommend you work through the tutorials before continuing with any projects. The unity staff that make them are super helpful and the tutorials start off really simple but get really complicated fast, so you actually come away learning a ton!
Perhaps the problem has to do with the player's parent transform. You could try something like this to make sure the bullet has the right parent:
bulletInstance = Instantiate(bullet);
bulletInstance.transform.parent = transform.parent;
bulletInstance.transform.position = transform.position;
bulletInstance.velocity = new Vector2(speed2, 0);
bulletInstance.name = "Bullet";
If that doesn't work it may be worthwhile to check the player's Rect Transform to see where the anchors and pivot are. Perhaps the player's actual "position" coordinates aren't where you think they are.
Have you done the Space Shooter tutorial? It has a segment about shooting bullets.

Unity - infinite spawn issue

I almost have my game ready, I want to create an infinite number of 2D squares for my 2D game. However, the following code I used does not work to spawn a single square infinitely.
using UnityEngine;
using System.Collections;
public class Spawner : MonoBehaviour
{
private GameObject[] locationsToSpawn;
private float counter = 0;
[SerializeField]
string[] listOfPossibleTags;
[SerializeField]
GameObject[] objectToSpawn;
[SerializeField]
float timeBetweenSpawns = 3.0f;
void Start()
{
locationsToSpawn = GameObject.FindGameObjectsWithTag("SpawnLocation");
}
void Update()
{
counter += Time.deltaTime;
if (counter > timeBetweenSpawns)
{
GameObject spawnedObject;
spawnedObject = Instantiate(objectToSpawn[Random.Range(0, objectToSpawn.Length)], locationsToSpawn[Random.Range(0, locationsToSpawn.Length)].transform.position, Quaternion.identity) as GameObject;
spawnedObject.gameObject.tag = listOfPossibleTags[Random.Range(0, listOfPossibleTags.Length)];
counter = 0;
}
}
}
Also, my game looks like the following image
So, what can I do to create an infinite number of squares falling? I'm very close to finishing the game.
Based on the information you provided in your comments you are putting a script on a gameobject that doesn't exist in your scene. If there is no instance of your game object in the game your script will never run. Put the script on something else that makes sense and it will run.
When trying to figure out whats wrong with your code use the debugger. You will be able to find your problems much easier!

Why the waypoints are working when they are spheres but with cylinder not?

The waypoints example is from the unity docs tutorial site.
When i put two spheres the enemies will go between them and also not good when they get to one way point they are not turning back sharp 180 degrees but they are like moving backward without turning and then turning. What i want to do is when they get to a way point to turn sharp 180 degrees on the place then to start walking to the other way point. How can i do it ? Shoud i add a state in the animator for that ?
The second problem is when i put the cylinder as waypoint with one sphere the enemies will go to the sphere and will stay there then will make rounds around the sphere they will never get to the cylinder.
This is a screenshot of the scene after baking it.
I set the Terrain to be Navigation Static and Walkable.
I also set the Spheres and the Cylinder to be Naviagtion Static and Walkable.
Guard and Guard 1 are the enemies(ThirdPersonController)
This is a screenshot of the scene the two enemies of the left the two spheres and the big cylinder.
This is the patrol script:
using UnityEngine;
using System.Collections;
public class Ai : MonoBehaviour {
public Transform[] points;
private int destPoint = 0;
private NavMeshAgent agent;
// Use this for initialization
void Start () {
agent = GetComponent<NavMeshAgent> ();
agent.autoBraking = false;
GotoNextPoint ();
}
void GotoNextPoint()
{
if (points.Length == 0)
return;
agent.destination = points [destPoint].position;
destPoint = (destPoint + 1) % points.Length;
}
// Update is called once per frame
void Update () {
if (agent.remainingDistance < 1.5f)
GotoNextPoint ();
}
}
This is a shot video clip i recorded show how they are patrolling.
And also the main player is getting angry all the time not sure why.
Clip

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