Unity: Animation looping while waiting for state transition - c#

I previously posted this question on the gameDev SE but with no luck, therefore I am trying to see if I could find some help here.
I am having some troubles with the transitions in my animator. Specifically, I am trying to set up a some code to handle combo sequences, and to do so I am using coroutines that exploit the state machine given by the animations in the animator. Here is my script:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityStandardAssets.CrossPlatformInput;
using UnityEngine.SceneManagement;
/*enum PlayerState is a list of states that can be taken by the player character. They will be used to implement a finite state machine-like
behavior with the actions it can take*/
public enum PlayerState {
walk,
attack,
interact,
dash,
stagger
}
public class Player_Base : MonoBehaviour {
//Basic parameters
Rigidbody2D myRigidBody; //These are to call the components of the Player GameObject
public static Transform playerPos;
public PlayerState currentState;
Animator myAnimator;
public HealthManager myStatus;
private bool isAlive = true;
//Sorting layers parameters
public CapsuleCollider2D myFeet;
public static float playerVertPos; // Need this to sort other objects layers in another script.
//Movement parameters
[SerializeField] float moveSpeed = 3f; // use [serfiel] or public in order to have something that you can modify from Unity UI
public Vector2 moveInput;
private bool isMoving;//Implementing the state machine and the *blend trees*, you need only to define one bool for all animations of a kind (eg walking anims)
//Combat parameters
private int comboCounter = 0;
private float comboTimer = 0;
//dash parameters
[SerializeField] float dashTimeMax = 1f;
[SerializeField] float dashTime = 0;
[SerializeField] float dashPush = 0.001f;
[SerializeField] float dashSpeed = 10f;
// Use this for initialization
void Start()
{
currentState = PlayerState.walk;//Initial default state of the player
myRigidBody = GetComponent<Rigidbody2D>(); /*the getcomp looks for the related component in the <> and uses it in the code*/
myFeet = GetComponent<CapsuleCollider2D>();
myAnimator = GetComponent<Animator>();
myAnimator.SetFloat("MoveX", 0);//If i do not set a default values for these, if player attacks without moving first, all colliders will activate and will hit all around him
myAnimator.SetFloat("MoveY", -1);
myStatus = GameObject.FindObjectOfType<HealthManager>();
}
// Update is called once per frame
void Update()
{
playerVertPos = myFeet.bounds.center.y;
moveInput = Vector2.zero;/*getaxis and getaxisraw register the input of the axes and outputs +1 or -1 according to the axis direction*/
moveInput.x = Input.GetAxisRaw("Horizontal");
moveInput.y = Input.GetAxisRaw("Vertical");
if (!isAlive)
{
return;
}
else {
if (currentState == PlayerState.walk)//It will consider walking only when in that state, this means that if it is attacking for instance,
//it needs to change its state. Good for compartimentalization of the actions (otherwise I could have changed the direction of the attacks)
{
if (moveInput != Vector2.zero)//This if statement is such that if there is no new input to update the movement with, the last (idle) animation
//will remain, so if you go right and stop, the player keeps facing right
{
Move();
myAnimator.SetFloat("MoveX", moveInput.x);
myAnimator.SetFloat("MoveY", moveInput.y);
myAnimator.SetBool("isMoving", true);
}
else {
myAnimator.SetBool("isMoving", false);
}
}
//Attack inputs
if (Input.GetKeyDown(KeyCode.Mouse0) && currentState != PlayerState.attack)//second clause because i do not want to indefinitely attack every frame
{
StartCoroutine(FirstAttack());
}
if (Input.GetKeyDown(KeyCode.Space) && currentState != PlayerState.dash)
{
StartCoroutine(Dashing());
}
DeathCheck();//check if player is still alive
}
}
public void Move()
{
moveInput.Normalize();
myRigidBody.MovePosition(myRigidBody.position + moveInput * moveSpeed * Time.deltaTime);
//If i want to work with the velocity vector: i have to use rb.velocity, not just taking the xplatinput times movespeed
}
public void MoveOnAnimation(int xMove, int yMove, float displacement)
{
moveInput.x = xMove;
moveInput.y = yMove;
moveInput.Normalize();
myRigidBody.MovePosition(myRigidBody.position + moveInput * displacement * Time.deltaTime);
}
private IEnumerator FirstAttack() {
//Start Attack
comboCounter = 1;
myAnimator.SetInteger("comboSequence", comboCounter);
currentState = PlayerState.attack;
yield return new WaitForSeconds(AttackTemplate.SetDuration(0.6f) - comboTimer);//Problem: if i reduce the time below the animation time of the second animation, the second animation won't go untile the end
comboTimer = AttackTemplate.SetComboTimer(0.4f);
//if combo not triggered:
while (comboTimer >= 0)
{
Debug.Log(comboTimer);
comboTimer -= Time.deltaTime;
if (Input.GetKeyDown(KeyCode.Mouse0))
{
Debug.Log("Chained");
StopCoroutine(FirstAttack());
StartCoroutine(SecondAttack());
}
yield return null;
}
comboCounter = 0;
myAnimator.SetInteger("comboSequence", comboCounter);
currentState = PlayerState.walk;
}
private IEnumerator SecondAttack()
{
comboCounter = 2;
myAnimator.SetInteger("comboSequence", comboCounter);
currentState = PlayerState.attack;
yield return null;
//if combo not triggered:
yield return new WaitForSeconds(AttackTemplate.SetDuration(0.9f));
comboCounter = 0;
myAnimator.SetInteger("comboSequence", comboCounter);
currentState = PlayerState.walk;
}
private void Dash()
{
if (dashTime >= dashTimeMax)
{
dashTime = 0;
myRigidBody.velocity = Vector2.zero;
currentState = PlayerState.walk;
}
else
{
currentState = PlayerState.dash;
dashTime += Time.deltaTime;
moveInput.Normalize();
Vector2 lastDirection = moveInput;
myRigidBody.velocity = lastDirection * dashSpeed;
}
}
private IEnumerator Dashing()
{
currentState = PlayerState.dash;
for (float timeLapse = 0; timeLapse < dashTime; timeLapse = timeLapse + Time.fixedDeltaTime)
{
moveInput.Normalize();
Vector2 lastDirection = moveInput;
myRigidBody.velocity = lastDirection * dashSpeed;
}
yield return null;
myRigidBody.velocity = Vector2.zero;
currentState = PlayerState.walk;
}
private void DeathCheck() //if the player health reaches 0 it will run
{
if (HealthManager.health == 0) {
isAlive = false; // this is checked in the update, when false disables player inputs
myRigidBody.constraints = RigidbodyConstraints2D.FreezePosition; // if i don't lock its position, the last bounce with the enemy pushes the player towards inifinity
myAnimator.SetTrigger("death");//triggers the death animation
StartCoroutine(LoadNextScene());
}
}
[SerializeField] float LevelLoadDelay = 5f;
[SerializeField] float LevelSlowMo = 1f;
IEnumerator LoadNextScene()
{
Time.timeScale = LevelSlowMo;
yield return new WaitForSecondsRealtime(LevelLoadDelay);
Time.timeScale = 1f;
var CurrentSceneIndex = SceneManager.GetActiveScene().buildIndex;
SceneManager.LoadScene(CurrentSceneIndex + 1);
}
}
What I am doing basically is to use enums to define the player states and on input, if the player is not already in the attacking state, perform an attack. Once the FirstAttack() is called, it will first of all update an integer, comboCounter, which handles the transitions between consecutive attacks, input said integer in the animator and then change my state to attack. After this, I created a while loop that goes on until the end of an established time interval during which the player would be able to press the same attack button to chain the combo. If this does not happen, the state and integer parameter are reset.
The problem I am facing is that while the player can actually perform the combo with the second attack, during all the interval in which the first animation is active it keeps looping. Furthermore, I noticed that the second animation does not reach the end, it seems like it stops once the interval that I previously set will end.
Update: This is the screenshot of my animator window:
The transitions any state -> 1stAttack and 1stAttack -> 2ndAttack is handled by the same integer parameter, comboSequence, which is set to 0 normally, to 1 for 1stAttack and to 2 for the second one. I observed that the transition any state -> 1stAttack is triggered multiple times whenever I press the hit button, in line with the looping problem I am facing.
I have tried a couple of things, for instance using normal functions instead of a coroutine, but in this way, I do not understand why, there are problems with the enums states, also I think that in the long term this approach would be more modular and customisable. I feel like I am missing something trivial but I do not understand what and it has been some time now, so any help would be much appreciated!

Disable Can Transition To Self = false

Related

AI wandering state doesn't seem to work right

I've been trying to make an AI system that would follow specific waypoints and once the player character walks into the trigger zone, the AI would start chasing the character and vice versa.
It seems that this does kind of work, but the AI only moves to one waypoint and then stops until the player walks into the trigger zone; after which if the player walks out, it again only goes to one waypoint then stops again.
I have multiple waypoints and I just want it to keep cycling through them, but it just goes to one of them and stops.
using System.Collections;
using System.Collections.Generic;
using Unity.VisualScripting;
using UnityEditor;
using UnityEngine;
using UnityEngine.AI;
using UnityEngineInternal;
public class AILocomotion : MonoBehaviour
{
public Transform playerTransform;
NavMeshAgent agent;
Animator animator;
public float maxTime = 1.0f;
public float maxDistance = 1.0f;
float timer = 0.0f;
bool moveTowards = false;
bool followWaypoint = false;
float deaccel= 0.5f;
float calVelocity = 0.0f;
public Transform[] points;
private int destPoint = 0;
public string animState;
void Start()
{
agent = GetComponent<NavMeshAgent>();
animator = GetComponent<Animator>();
moveTowards = false;
followWaypoint = true;
}
// Update is called once per frame
void Update()
{
if (moveTowards == true)
{
timer -= Time.deltaTime;
if (timer < 0.0f)
{
float sqDistance = (playerTransform.position - agent.destination).sqrMagnitude;
if (sqDistance > maxDistance * maxDistance)
{
agent.destination = playerTransform.position;
}
}
animator.SetFloat("Speed", agent.velocity.magnitude);
}
else if (!moveTowards && agent.velocity.magnitude>0.0f)
{
calVelocity = agent.velocity.magnitude;
calVelocity -= Time.deltaTime * deaccel;
animator.SetFloat("Speed", calVelocity);
}
//CHECKS IF BOTH CONDITIONS HAVE MET AND RUNS THE WAYPOINT FOLLOWING CODE
if (followWaypoint == true && (!agent.pathPending && agent.remainingDistance < 1.0f))
{
GotoNextPoint();
}
Debug.LogError("Bool" + followWaypoint);
}
private void OnTriggerEnter(Collider other)
{
if (other.gameObject.CompareTag("Player"))
{
moveTowards = true;
//DISABLES THE WAYPOINT FOLLOWING CODE TO RUN THE CHASE CODE INSTEAD
followWaypoint = false;
}
}
private void OnTriggerExit(Collider other)
{
if (other.gameObject.CompareTag("Player"))
{
moveTowards = false;
//RE-ENABLES THE WAYPOINT FOLLOWING CODE ONCE THE PLAYER LEAVES THE TRIGGER AREA
followWaypoint = true;
}
}
//THIS IS THE WAYPOINT FOLLOWING CODE
void GotoNextPoint()
{
animator.SetFloat("Speed", agent.velocity.magnitude);
// 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;
Debug.LogError("DestPoint = " + destPoint);
// Choose the next point in the array as the destination.
// cycling to the start if necessary.
destPoint = Random.Range(0, points.Length);
}
}
Use OnTriggerStay instead of OntriggerEnter and Try

How to switch between the OnTriggerExit/Enter logic depending on the situation?

The script is attached to two gameobjects.
One it's colliding area the collider is big enough so when the game start the player is already inside the collider area and then when he exit the area everything is working fine.
The problem is when I attached the object to another gameobject with collider but this time the collider s smaller and he is inside the bigger collider so now the player is entering the smaller collider and not first time exiting. but I want in both case to make the same effect.
If the player exit the collider he slow down wait then turn around and move inside back.
The same I want to make when the player getting closer to the fire flames slow down wait turn around and move back in it's just with the flames the player entering the collider area and then exit while in the bigger collider he first exit then enter.
Screenshot of the two colliders areas. The small one on the left is the one the player entering first and not exiting. The game start when the player is in the bigger collider area.
And the script :
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
using UnityStandardAssets.Characters.ThirdPerson;
public class DistanceCheck : MonoBehaviour
{
public Transform targetToRotateTowards;
public Transform colliderArea;
public float lerpDuration;
public float rotationSpeed;
[TextArea(1, 2)]
public string textToShow;
public GameObject descriptionTextImage;
public TextMeshProUGUI text;
public ThirdPersonUserControl thirdPersonUserControl;
private Animator anim;
private float timeElapsed = 0;
private float startValue = 1;
private float endValue = 0;
private float valueToLerp = 0;
private bool startRotating = false;
private bool slowOnBack = true;
private bool exited = false;
private Vector3 exitPosition;
private float distance;
void Start()
{
anim = transform.GetComponent<Animator>();
}
private void FixedUpdate()
{
if (startRotating)
{
transform.rotation = Quaternion.RotateTowards(transform.rotation,
Quaternion.LookRotation(targetToRotateTowards.position - transform.position),
rotationSpeed * Time.deltaTime);
}
if (exitPosition != new Vector3(0, 0, 0) && slowOnBack)
{
distance = Vector3.Distance(transform.position, exitPosition);
}
if (distance > 5 && slowOnBack)
{
slowOnBack = false;
StartCoroutine(SlowDown());
}
}
private void OnTriggerExit(Collider other)
{
if (other.name == colliderArea.name)
{
exited = true;
slowOnBack = true;
exitPosition = transform.position;
thirdPersonUserControl.enabled = false;
descriptionTextImage.SetActive(true);
text.text = textToShow;
StartCoroutine(SlowDown());
}
}
private void OnTriggerEnter(Collider other)
{
if (other.name == colliderArea.name)
{
exited = false;
startRotating = false;
text.text = "";
descriptionTextImage.SetActive(false);
}
}
IEnumerator SlowDown()
{
timeElapsed = 0;
while (timeElapsed < lerpDuration)
{
valueToLerp = Mathf.Lerp(startValue, endValue, timeElapsed / lerpDuration);
anim.SetFloat("Forward", valueToLerp);
timeElapsed += Time.deltaTime;
yield return null;
}
if (exited)
{
yield return new WaitForSeconds(3f);
startRotating = true;
StartCoroutine(SpeedUp());
}
if (slowOnBack == false)
{
thirdPersonUserControl.enabled = true;
}
}
IEnumerator SpeedUp()
{
timeElapsed = 0;
while (timeElapsed < lerpDuration)
{
valueToLerp = Mathf.Lerp(endValue, startValue, timeElapsed / lerpDuration);
anim.SetFloat("Forward", valueToLerp);
timeElapsed += Time.deltaTime;
yield return null;
}
}
}
Two problems I'm facing right now :
The smaller collider the player enter it then exit and the bigger collider the player exit it then enter so I need to change somehow the OnTriggerExit/Enter behavior logic in the script. but how to make the logic ?
Maybe it's better to make the script to be on the player object only and make it some how generic so I can drag to it many colliders and to make the effect in each one of the colliders the problem is how to make a text field for each collider area ? Now because I attach the script to each collider object I have one colliderArea variable but if I want to make the script only attached to the player I need to change the colliderArea variable to a List<Transform> collidersAreas and then how to create a text field/area to each collider area in the List ?
I think I would do this by creating two tags, NoExit and NoEntry. Once the tags are created you can set the tag on the GameObjects that hold your colliders. Then you can check for tags in the OnTriggerEnter and OnTriggerExit and act accordingly.
I can't tell for sure which functionality you've got written is for which case, or if it's both - everything looks muddled. Ultimately what you should be going for is a function like RepositionPlayer, that moves them back to before they're violating the no entry or no exit rules, and then some kind of OnPlayerRepositioned event that restores their control.
I'll leave it up to you to split out your functionality, but in general I'd look to do something like the following:
private void OnTriggerExit(Collider other)
{
if (other.tag == "NoExit")
{
RepositionPlayer();
}
else if(other.tag == "NoEntry")
{
OnPlayerRepositioned();
}
}
private void OnTriggerEnter(Collider other)
{
if (other.tag == "NoExit")
{
OnPlayerRepositioned();
}
else if(other.tag == "NoEntry")
{
RepositionPlayer();
}
}
And again here it's not clear to me what you're trying to do to reposition the player, but it looks like it's something like:
private void RepositionPlayer()
{
// Stuff that needs to happen to reposition the player
exited = true;
slowOnBack = true;
exitPosition = transform.position;
thirdPersonUserControl.enabled = false;
descriptionTextImage.SetActive(true);
text.text = textToShow;
StartCoroutine(SlowDown());
}
private void OnPlayerRepositioned()
{
// stuff you need to do to clear the "repositioning" status
exited = false;
startRotating = false;
text.text = "";
descriptionTextImage.SetActive(false);
}
Splitting up the logic like this makes it easier to both read and maintain.

How to program a bunch of 1st person animations at different speeds

I have made 4 different types of animation clips in an animator for an an empty gameobject called "Animator". The main camera is a child of this.
The animations feature a running cycle, a walking cycle, a crouch cycle, and an idle cycle. They all have a trigger that let's them play.
How am I able to measure the speed of the player and execute these animations when the player reaches a certain speed. I have found someone else trying to do this and it works but only for idle and walk. But unfortunately I can't get the sprint and crouch to work. I'm not sure what to do, either have the sprint and crouch animations or just change the speed of the walk animation depending on whether the player is sprinting or crouching. I'll leave a comment where the code I found is.
Here's what I have in my player controller (thge trigger stop is for the idle animation):
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerMovement : MonoBehaviour
{
public CharacterController controller;
Animator _ar;
public float speed;
[Range(-5, -20)]
public float gravity = -9.81f;
public float sprintSpeed = 6f;
public float walkSpeed = 4f;
public float crouchSpeed = 2f;
public float standHeight = 1.6f;
public float crouchHeight = 1f;
Vector3 velocity;
bool isGrounded;
public Transform groundCheck;
public float groundDistance = 0.4f;
public LayerMask groundMask;
public Light _l;
//Set this to the transform you want to check
public Transform objectTransfom;
private float noMovementThreshold = 0.0001f;
private const int noMovementFrames = 1;
Vector3[] previousLocations = new Vector3[noMovementFrames];
public bool isMoving;
//Let other scripts see if the object is moving
public bool IsMoving
{
get { return isMoving; }
}
void Awake()
{
//For good measure, set the previous locations
for (int i = 0; i < previousLocations.Length; i++)
{
previousLocations[i] = Vector3.zero;
}
}
void Start()
{
_ar = GameObject.Find("Animator").GetComponentInChildren<Animator>();
}
// Update is called once per frame
void Update()
{
isGrounded = Physics.CheckSphere(groundCheck.position, groundDistance, groundMask);
if (isGrounded && velocity.y < 0)
{
velocity.y = -2f;
}
float x = Input.GetAxis("Horizontal");
float z = Input.GetAxis("Vertical");
Vector3 move = transform.right * x + transform.forward * z;
controller.Move(move * speed * Time.deltaTime);
velocity.y += gravity * Time.deltaTime;
controller.Move(velocity * Time.deltaTime);
//Below here is the code I found. The if statements for isMoving, is what I put in to see if
//this worked.
//Store the newest vector at the end of the list of vectors
for (int i = 0; i < previousLocations.Length - 1; i++)
{
previousLocations[i] = previousLocations[i + 1];
}
previousLocations[previousLocations.Length - 1] = objectTransfom.position;
//Check the distances between the points in your previous locations
//If for the past several updates, there are no movements smaller than the threshold,
//you can most likely assume that the object is not moving
for (int i = 0; i < previousLocations.Length - 1; i++)
{
if (Vector3.Distance(previousLocations[i], previousLocations[i + 1]) >= noMovementThreshold)
{
//The minimum movement has been detected between frames
isMoving = true;
break;
}
else
{
isMoving = false;
}
}
if(isMoving == true)
{
if (Input.GetKeyDown(KeyCode.LeftShift))
{
speed = sprintSpeed;
_ar.SetTrigger("WalkSprint");
}
else if (Input.GetKeyUp(KeyCode.LeftControl))
{
speed = crouchSpeed;
_ar.SetTrigger("WalkCrouch");
//transform.localScale = new Vector3(0.8f, 0.5f, 0.8f);
}
else
{
speed = walkSpeed;
_ar.SetTrigger("Walk");
//transform.localScale = new Vector3(0.8f, 0.85f, 0.8f);
}
}
else
{
_ar.SetTrigger("Stop");
}
}
}
Unfortunately, as with many issue in Game Dev, this could be a number of different issues (or all of them!). Here is where you can start to debug:
Check your error log to see if there is anything obvious that jumps out at you, like a bad reference to a Game Object/Componenet.
Watch the animator. You should be able to have the Animator open, side-by-side with your game window while the game is running. You should be able to see the animations running and transitioning. See if something is not linked properly, or if an animation time is configured incorrectly, etc.
Add some debug statements, like outputting the current trigger being set. I would even verify that your inputs are configured correctly. Maybe add some additional conditionals at the beginning that debug what inputs are being pressed.
As #OnionFan said, your Input check is for KeyUp for the Crouch key. That should probably be KeyDown.

2d sprite goes too fast with transform.translate in C# script (unity)

Sup. My sprite goes too fast when I press the C button. It's a wolf that will lunge as an attack. But it just goes from one spot to the next, and I got the idea that I'm simply using the wrong kind of code entirely. I'm guessing it has to do more with Rigidbody2D = new Vector2.... but I don't know where to go from there. Here's what I'm working with currently.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class tulMoveMount : MonoBehaviour {
private Animator anim;
private Rigidbody2D rb;
private bool goRight = true;
private bool jump = false;
private bool idle = true;
public float lungeDistance;
public float lungeSpeed;
public float lungeHeight;
void Start ()
{
anim = GetComponent<Animator>();
rb = GetComponent<Rigidbody2D>();
}
void Update ()
{
HandleCommands ();
}
void HandleCommands()
{
if (!jump && goRight && Input.GetKeyDown (KeyCode.C)) {
idle = false;
jump = true;
anim.SetTrigger ("jump");
rb = transform.Translate (lungeSpeed + lungeDistance, lungeHeight, 0); // HERE
idle = true;
jump = false;
anim.SetTrigger ("idle");
}
if (!jump && !goRight && Input.GetKeyDown (KeyCode.C)) {
idle = false;
jump = true;
anim.SetTrigger ("jump");
rb = transform.Translate (lungeSpeed + -lungeDistance, lungeHeight, 0); // HERE
idle = true;
jump = false;
anim.SetTrigger ("idle");
}
}
}
Multiplying the translation by Time.DeltaTime will smooth the movement over many frames, and you will then need to tweak only the lungeSpeed to get the speed you want.
rb = transform.Translate ((lungeSpeed + lungeDistance, lungeHeight, 0)*Time.deltaTime);
To get a smooth translation from one point to another you can use Lerp inside a Corouting.
In Lerp the first parameter is the start position and the second the targe. The third parameter is a float between 0 and 1. If it's 0, you get the first parameter in Lerp. If it's 1, you get the second. If 0.5 a middle point between both and so on...
So what you need to do is to start a courutine, which will be independent of the fps rate, and will move your GameObject in a constant speed defined by the distance between start-target and the time you want it takes to move from one to the other.
public class WolfMovement : MonoBehaviour {
Vector3 start;
Vector3 target;
float lungeSpeed = .8f;
float lungeDistance = 5;
private IEnumerator coroutine;
void Update () {
if(Input.GetKeyDown(KeyCode.M) )
{
start = transform.position;
target = new Vector3(transform.position.x + lungeDistance,transform.position.y , transform.position.z);
coroutine = MoveObject(start,target,lungeSpeed);
StartCoroutine(coroutine);
}
}
IEnumerator MoveObject (Vector3 start, Vector3 target, float speed){
float i = 0.0f;
float rate = 1.0f/speed;
while (i < 1.0) {
i += Time.deltaTime * rate;
transform.position = Vector3.Lerp(start, target, i);
yield return null;
}
}
}

Switching between two or more cameras unity3D

I'm making a game in which the player controls two different characters (each one has its own empty object with a camera as child), and switchs one or another by pressing the control key. The thing is, I'm trying to make a little transition between both characters cameras by using another camera, so it doesn't just teleports between one and another but I can't seem to do it. I tried with lerp but I don't know if I got it right, so I read and tried Vector3.MoveTowards but still couldn't do it. This is my code so far (the while is because a last-moment-braindead I had):
public class CameraController : MonoBehaviour
{
public Camera cam1;
public Camera cam2;
public Camera movingCamera;
public bool isCurrentPlayer;
public Transform target1;
public Transform target2;
public float speed = 0.2f;
void FixedUpdate()
{
float step = speed * Time.deltaTime;
if (Input.GetButtonDown("Control"))
{
if (isCurrentPlayer)
{
movingCamera.enabled = true;
cam2.enabled = false;
while (transform.position != target1.position)
{
transform.position = Vector3.MoveTowards(transform.position, target1.position, step);
}
if (transform.position == target1.transform.position)
{
movingCamera.enabled = false;
cam1.enabled = true;
}
isCurrentPlayer = false;
}
else if (!isCurrentPlayer)
{
movingCamera.enabled = true;
cam1.enabled = false;
while (transform.position != target2.position)
{
transform.position = Vector3.MoveTowards(transform.position, target2.position, step);
}
if (transform.position == target2.transform.position)
{
movingCamera.enabled = false;
cam2.enabled = true;
}
isCurrentPlayer = true;
}
}
}
I'm curious about two things. Why did you use FixedUpdate to manage your updates? This isn't physics code. Is there a particular reason you are using multiple cameras? If I may, I propose the following changes.
You can simply make use of the main camera instead of multiple cameras. Additionally, you can increase the number of player objects you can toggle through by using an array of player GameObjects, and by changing the input parameters to left control and right control, you can toggle between next player and previous player to navigate bi-directionally through the array of players.
Here's my example code that implements these changes (tested and works, though improvements can be made.)
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
// Attached to Main Camera
public class CameraController : MonoBehaviour {
// set manually in inspector
public GameObject[] players;
public float movementSpeed = 1.0f;
public float rotationSpeed = 1.0f;
private int currentPlayer;
private float startTime;
private float distanceToPlayer;
private Vector3 startPosition;
private Quaternion startOrientation;
// Use this for initialization
void Start () {
currentPlayer = 0;
ResetCamera();
}
// Update is called once per frame
void Update () {
float distanceCovered;
float rotationCovered;
float fractionTraveled;
// switch to previous
if (Input.GetButtonDown("left ctrl")) {
if (currentPlayer == 0) currentPlayer = players.Length - 1;
else currentPlayer--;
ResetCamera();
}
// switch to nextPlayer
if (Input.GetButtonDown("right ctrl")) {
if (currentPlayer == players.Length - 1) currentPlayer = 0;
else currentPlayer++;
ResetCamera();
}
// Keep moving camera
if (transform.position != players[currentPlayer].transform.position)
{
distanceCovered = (Time.time - startTime) * movementSpeed;
fractionTraveled = distanceCovered / distanceToPlayer;
rotationCovered = (Time.time - startTime) * rotationSpeed;
// Lerp to player position
transform.position = Vector3.Lerp(
startPosition,
players[currentPlayer].transform.position,
fractionTraveled
);
// match player orientation
transform.rotation = Quaternion.RotateTowards(
transform.rotation,
players[currentPlayer].transform.rotation,
rotationCovered
);
// Stop moving camera
} else {
// Match orientation
if (transform.rotation != players[currentPlayer].transform.rotation)
transform.rotation = players[currentPlayer].transform.rotation;
// Set parent transform to current player
transform.parent = players[currentPlayer].transform;
}
}
void ResetCamera() {
transform.parent = null;
startTime = Time.time;
startPosition = transform.position;
startOrientation = transform.rotation;
distanceToPlayer = Vector3.Distance(
transform.position,
players[currentPlayer].transform.position
);
}
}
Obviously the values would need to be tweaked, and the movement algorithm is pretty basic. Crude but function. You can also add player movement code into the camera, just make sure it points to players[currentPlayer] and it will work for each of your player objects without having to use additional scripts unless there is a reason to do so.
Feel free to use this code. Like I said, it works. However, should you choose to do so, it can easily be modified to function like your original code simply by removing the array and reinstating the individual GameObjects.
transform.position points to the position of CameraController game object. If you want to move movingCamera you probably want to use movingCamera.transform.position. Also keep in mind that in your script the MoveTowards() would only fire when you are pressing your "Control" button.
As memBrain said it would be the best practice to use only one camera for this - visually it would look the same.
The script should look something like this:
// Assuming target1 is player 1 and target2 is player 2
private float snapThreshold = 0.1f;
private Vector3 movingCameraDestination = Vector3.zero;
void FixedUpdate()
{
if(Input.GetButtonDown("Control"))
{
if(isCurrentPlayer)
{
//Set position of transition camera to player 1 and set it's destination to player's 2 position
movingCamera.transform.position = player1.position;
movingCameraDestination = player2.position;
//Disable player 1 camera and enable transition camera
cam1.enabled = false;
movingCamera.enabled = true;
}
else
{
//Set position of transition camera to player 21 and set it's destination to player's 1 position
movingCamera.transform.position = player2.position;
movingCameraDestination = player1.position;
//Disable player 1 camera and enable transition camera
cam2.enabled = false;
movingCamera.enabled = true;
}
}
//If transition camera is enabled and its destination is not Vector3.zero - move it
if(movingCameraDestination != Vector3.zero && movingCamera.enabled)
{
movingCamera.transform.position = Vector3.Lerp(movingCamera.transform.position, movingCameraDestination, speed * Time.deltaTime);
//If the distance between transition camera and it's destination is smaller or equal to threshold - snap it to destination position
if(Vector3.Distance(movingCamera.transform.position, movingCameraDestination) <= snapThreshold)
{
movingCamera.transform.position = movingCameraDestination;
}
//If transition camera reached it's destination set it's destination to Vector3.zero and disable it
if(movingCamera.transform.position == movingCameraDestination)
{
movingCameraDestination = Vector3.zero;
movingCamera.enabled = false;
}
}
}

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