I am currently building a parallax background effect in Unity and starting with some starter code that I'm trying to work though. The code works for the most part, with some small issues I'm slowly getting through.
I have been testing out various stats of public vs. private, etc. but can't seem to work out exactly why and where the issue I'm facing is occurring.
When I run the same script and it calls Update() every frame, I would expect to have the same size "poolObjects" length. However, when I call it with a starting pool size of 10, I get 10, then 2, then 0, then 10, 2, 0, etc.
I am truncating it but posting what I think to be relevant here. Hope you can help me see what is likely obvious!
I do see "In GetPool Object" but because the length is never > 0, I never see within the For Loop, which is essential. I can't figure out why the poolObjects length would be showing up as 0.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Parallaxer : MonoBehaviour {
class PoolObject {
public Transform transform;
public bool inUse;
public PoolObject(Transform t) { transform = t; }
public void Use() { inUse = true; }
public void Dispose() { inUse = false; }
}
...
public int poolSize;
public float shiftSpeed;
public float spawnRate;
...
float spawnTimer;
PoolObject[] poolObjects;
float targetAspect;
GameManager game;
void Awake() {
Configure();
}
void Start() {
game = GameManager.Instance;
}
...
void Update() {
Debug.Log(poolObjects.Length + "Len here of pool objects");
if (game.GameOver) return;
Shift();
spawnTimer += Time.deltaTime;
if (spawnTimer > spawnRate) {
Spawn();
spawnTimer = 0;
}
}
void Configure() {
//spawning pool objects
targetAspect = targetAspectRatio.x / targetAspectRatio.y;
// targetAspect = Camera.main.aspect;
// Debug.Log(targetAspectRatio.x +" " + targetAspectRatio.y);
poolObjects = new PoolObject[poolSize];
for (int i = 0; i < poolObjects.Length; i++) {
GameObject go = Instantiate(Prefab) as GameObject;
Transform t = go.transform;
t.SetParent(transform);
t.position = Vector3.one * 1000;
poolObjects[i] = new PoolObject(t);
}
if (spawnImmediate) {
SpawnImmediate();
}
}
void Spawn() {
//moving pool objects into place
Transform t = GetPoolObject();
Debug.Log("In to Spawn" + t);
if (t == null) return;
Vector3 pos = Vector3.zero;
pos.y = Random.Range(ySpawnRange.minY, ySpawnRange.maxY);
pos.x = (defaultSpawnPos.x * Camera.main.aspect) / targetAspect;
// Debug.Log("Spwaning");
// Debug.Log(Camera.main.aspect);
// Debug.Log(immediateSpawnPos.x + " " + immediateSpawnPos.y + " " + targetAspect);
t.position = pos;
// Debug.Log(pos);
}
void SpawnImmediate() {
Transform t = GetPoolObject();
if (t==null) return;
Vector3 pos = Vector3.zero;
pos.y = Random.Range(ySpawnRange.minY, ySpawnRange.maxY);
pos.x = (immediateSpawnPos.x * Camera.main.aspect) / targetAspect;
t.position = pos;
Spawn();
}
void Shift() {
//loop through pool objects
//moving them
//discarding them as they go off screen
Debug.Log(poolObjects.Length + "Finding Length");
for (int i = 0; i < poolObjects.Length; i++) {
poolObjects[i].transform.position += -Vector3.right * shiftSpeed * Time.deltaTime;
Debug.Log(poolObjects[i].transform.position);
CheckDisposeObject(poolObjects[i]);
}
}
void CheckDisposeObject(PoolObject poolObject) {
//place objects off screen
if (poolObject.transform.position.x < (-defaultSpawnPos.x * Camera.main.aspect) / targetAspect) {
poolObject.Dispose();
poolObject.transform.position = Vector3.one * 1000;
}
}
Transform GetPoolObject() {
//retrieving first available pool object
Debug.Log("In GetPool Object" + poolObjects.Length);
for (int i = 0; i < poolObjects.Length; i++) {
Debug.Log("This is not showing up "+ poolObjects[i].inUse);
if (!poolObjects[i].inUse) {
poolObjects[i].Use();
return poolObjects[i].transform;
}
}
return null;
}
}
Related
I'm trying to make a "Mania" style game(like guitar hero). But i can't seem to get the Movement of the "notes" to work, I keep the notes in a queue and I dequeue the last note and change it's position to the top again. But for some reason it doesen't work with my "goodcubes". only the normal ones
The problem seems to be that the instead of moving the "goodCube" to the correct position it instead changes the transform of the prefab.
All "notes" are referred to as "Cubes" in script
for (int i = 0; i < backlog; i++)//how many rows to spawn
{
goodCubes.Enqueue(Instantiate(goodcube));
for (int j = 0; j < columns - 1; j++)
{
badCubes.Enqueue(Instantiate(cube));
}
}
//I check the player input and if it corresponds with a note in the correct row
//I have tested so both true and false option gets called
if (i == position)
{
GameObject good = goodCubes.Dequeue();
good.transform.position = spawnPoint;
spawnPoint += new Vector2(1 * rowOffset, 0);
goodCubes.Enqueue(goodcube);
}
else
{
GameObject badCube = badCubes.Dequeue();
badCube.transform.position = spawnPoint;`enter code here`
spawnPoint += new Vector2(1 * rowOffset, 0);
badCubes.Enqueue(badCube);
}
The full script
public int columus;
public GameObject cube;
public GameObject goodcube;
public event Action moveCubes;
[SerializeField] private int score = 0;
[SerializeField] private float rowOffset = 1;
[SerializeField] private float heightDifference = 1;
[SerializeField] private int backlog = 4;
private float SpawnHeight;
Queue<int> positions = new Queue<int>();
Queue<GameObject> badCubes = new Queue<GameObject>();
Queue<GameObject> goodCubes = new Queue<GameObject>();
private void Start()
{
for (int i = 0; i < backlog; i++)
{
goodCubes.Enqueue(Instantiate(goodcube));
for (int j = 0; j < columus - 1; j++)
{
badCubes.Enqueue(Instantiate(cube));
}
}
for (int i = 0; i < backlog; i++)
{
positions.Enqueue(SpawnRow(i * heightDifference));
}
}
int SpawnRow(float y)
{
int position = UnityEngine.Random.Range(0, columus);
Vector2 spawnPoint = new Vector2(-columus * rowOffset / 2f, y);
for (int i = 0; i < columus; i++)
{
if (i == position)
{
GameObject goodCube = goodCubes.Dequeue();
goodCube.transform.position = spawnPoint;
spawnPoint += new Vector2(1 * rowOffset, 0);
goodCubes.Enqueue(goodcube);
}
else
{
GameObject badCube = badCubes.Dequeue();
badCube.transform.position = spawnPoint;
spawnPoint += new Vector2(1 * rowOffset, 0);
badCubes.Enqueue(badCube);
}
}
return position;
}
private void Update()
{
if (Input.GetKeyDown(KeyCode.D))
{
UpdateScore(0);
}
else if (Input.GetKeyDown(KeyCode.F))
{
UpdateScore(1);
}
else if (Input.GetKeyDown(KeyCode.J))
{
UpdateScore(2);
}
else if (Input.GetKeyDown(KeyCode.K))
{
UpdateScore(3);
}
} //inputcheck
private void UpdateScore(int input)
{
if (positions.Dequeue() == input)
{
moveCubes?.Invoke();
positions.Enqueue(SpawnRow(backlog * heightDifference + 1 * heightDifference));
score++;
}
else
{
moveCubes?.Invoke();
positions.Enqueue(SpawnRow(backlog * heightDifference + 1 * heightDifference));
score--;
}
}
I truly believe your issue is a typo in your code. That usually happens when you have variables with the same name. Your issue is that you are enqueuing the prefab goodcube and not the goodCube object:
GameObject goodCube = goodCubes.Dequeue();
goodCube.transform.position = spawnPoint;
spawnPoint += new Vector2(1 * rowOffset, 0);
//******HERE YOU ARE ENQUEUEING THE PREFAB goodcube AND NOT goodCube as your variable name suggests two lines above this line*****
goodCubes.Enqueue(goodCube);//INSTEAD OF goodCubes.Enqueue(goodcube);
I dont know if I can call this algorithm. But I am working on a game in which player will move in a circular path.
As you can see in the picture player is suppose to orbit the circle. And obstacle shall be instantiated in the circle.I am trying to first create the obstacle in first half(left to the long cube) and then in the second half. But things are getting created in the next half too when code is not supposed to do that. Also, it is showing argument exception error. Please have a look at my code and tell me whether my method is wrong or my formulas are wrong or anything else.
public class ObjectInstantiater : MonoBehaviour {
DataHolder dataholder;
GameObject Obstacle;
LevelData leveldata;
private int currentlevel=0; // default level starts from 0
private List<GameObject> Inactivegameobject = new List<GameObject>(); // this object can be used
private List<GameObject> Activegameobject = new List<GameObject>();
private int totalgameobjects;
private int firsthalfgameobjects, secondhalfgameobjects;
public float outerradius;
public float innerradius;
private bool shallspawnouterradiues = true;
// Use this for initialization
void Awake () {
dataholder = (Object)GameObject.FindObjectOfType<DataHolder>() as DataHolder;
Obstacle = GameObject.CreatePrimitive(PrimitiveType.Cylinder);
leveldata = dataholder.Leveldata[0];
}
void Start()
{
Updateleveldata();
FirstHalf();
}
public int Currentlevel
{
get { return currentlevel; }
set { currentlevel = value;
leveldata = dataholder.Leveldata[currentlevel];//sets the level data
}
}
private void Updateleveldata() // this function gets called after a round
{
totalgameobjects = Random.Range(leveldata.MinimumObstacle, leveldata.MaximumObstacle);
firsthalfgameobjects = Mathf.RoundToInt(totalgameobjects / 2);
secondhalfgameobjects = totalgameobjects - firsthalfgameobjects;
}
private void FirstHalf()
{
Debug.Log(firsthalfgameobjects);
Vector3 pos;
if (Inactivegameobject.Count < firsthalfgameobjects)
{
for (int x = 0; x <= (firsthalfgameobjects - Inactivegameobject.Count); x++)
{
GameObject obs = Instantiate(Obstacle) as GameObject;
obs.SetActive(false);
Inactivegameobject.Add(obs);
}
}
float spawnangledivision = 180 / firsthalfgameobjects;
float spawnangle = 180f;
for(int x = 0; x < firsthalfgameobjects; x++)
{
float proceduralRandomangle = spawnangle;
proceduralRandomangle = Random.Range(proceduralRandomangle , proceduralRandomangle + 2f);
if (shallspawnouterradiues)
{
pos = new Vector3(outerradius * Mathf.Cos(spawnangle), outerradius * Mathf.Sin(spawnangle), 0f);
shallspawnouterradiues = false;
}else
{
pos = new Vector3(innerradius * Mathf.Cos(spawnangle), innerradius * Mathf.Sin(spawnangle), 0f);
shallspawnouterradiues = true;
}
spawnangle += spawnangledivision;
Inactivegameobject[0].SetActive(true); // set it to 0
Inactivegameobject[0].transform.position = pos;
Activegameobject.Add(Inactivegameobject[0]);
Inactivegameobject.RemoveAt(0);
}
}
private void SecondHalf()// No need to check this
{
if (Inactivegameobject.Count < firsthalfgameobjects)
{
GameObject obs = Instantiate(Obstacle) as GameObject;
obs.SetActive(false);
Inactivegameobject.Add(obs);
}
}
}
I am trying to get two blocks to respawn vertically with a gap in-between. I have done this however, when I click play, one of the blocks width is too short. this results in having two gaps. how can I stop this from happening. I would only like the one gap which is between the two blocks. the code I am currently using:
public Transform block;
public Transform player;
private float objectSpawnedTo = 5.0f;
public static float distanceBetweenObjects = 9.5f;
private float nextCheck = 0.0f;
private ArrayList objects = new ArrayList();
void Start () {
maintenance(0.0f);
}
void Update () {
float playerX = player.position.y;
if(playerX > nextCheck)
{
maintenance(playerX);
}
}
private void maintenance(float playerX)
{
nextCheck = playerX + 30;
for (int i = objects.Count-1; i >= 0; i--)
{
Transform blck = (Transform)objects[i];
if(blck.position.y < (transform.position.y - 30))
{
Destroy(blck.gameObject);
objects.RemoveAt(i);
}
}
spawnObjects(5);
}
private void spawnObjects(int howMany)
{
float spawnX = objectSpawnedTo;
for(int i = 0; i<howMany; i++)
{
Vector3 pos = new Vector3(6.0f, spawnX, 0);
float firstRandom = Random.Range(1,8.6f);
Transform blck = (Transform)Instantiate(block, pos, Quaternion.identity);
blck.localScale+=new Vector3(firstRandom*2,0,0);
objects.Add(blck);
pos = new Vector3(-6.0f, spawnX, 0);
blck = (Transform)Instantiate(block, pos, Quaternion.identity);
blck.localScale +=new Vector3((8.6f-firstRandom)*2,0,0);
objects.Add(blck);
spawnX = spawnX + distanceBetweenObjects;
}
objectSpawnedTo = spawnX;
}
i have attached an image to show what i am trying to achieve. the red outline is the mobile screen. also i would like to be able to move the blocks either left or right using touch. how would i go about doing this.
I am currently working on a project for one of the courses i am taking.
I am making a 2D game in unity3D, and i have a small problem, every time i run the game my character keeps on falling through the map, even though i have added a rigidbody2D and a boxCollider2D to both my character and the foreground. The code is attached, it is in C# and it is a bit long. Thank you so much in advance ..
enter code here
using System;
using UnityEngine;
using System.Collections;
public class CharacterController2D : MonoBehaviour
{
private const float SkinWidth = .02f;
private const int TotalHorizontalRays = 8;
private const int TotalVerticalRays = 4;
private static readonly float SlopeLimitTanget = Mathf.Tan (75f * Mathf.Deg2Rad);
public LayerMask PlatformMask;
public ControllerParameters2D DefaultParameters;
public ControllerState2D State { get; private set; }
public Vector2 Velocity { get { return _velocity; }}
public bool HandleCollisions { get; set; }
//Return overrideparamteres if it is not null, if it is null it will return DefaultParameters
public ControllerParameters2D Parameters { get { return _overrideParameters ?? DefaultParameters; } }
public GameObject StandingOn { get; private set;}
public Vector3 PlatformVelocity { get; private set;}
public bool CanJump
{
get
{
if(Parameters.JumpRestrictions == ControllerParameters2D.JumpBehavior.CanJumpAnywhere)
return _jumpIn <= 0;
if(Parameters.JumpRestrictions == ControllerParameters2D.JumpBehavior.CanJumpOnGround)
return State.IsGrounded;
return false;
}
}
private Vector2 _velocity;
private Transform _transform;
private Vector3 _localScale;
private BoxCollider2D _boxCollider;
private ControllerParameters2D _overrideParameters;
private float _jumpIn;
private GameObject _lastStandingOn;
private Vector3
_activeGlobalPlatformPoint,
_activeLocalPlatformPoint;
private Vector3
_raycastTopLeft,
_raycastBottomRight,
_raycastBottomLeft;
private float _verticalDistanceBetweenRays,
_horizonatalDistanceBetweenRays;
public void Awake()
{
HandleCollisions = true;
State = new ControllerState2D();
_transform = transform;
_localScale = transform.localScale;
_boxCollider = GetComponent <BoxCollider2D>();
// Absolute Value
var colliderWidth = _boxCollider.size.x * Mathf.Abs(transform.localScale.x) - (2 * SkinWidth);
_horizonatalDistanceBetweenRays = colliderWidth / (TotalVerticalRays - 1);
var colliderHeight = _boxCollider.size.y * Mathf.Abs( transform.localScale.y ) - (2 * SkinWidth);
_verticalDistanceBetweenRays = colliderHeight / (TotalHorizontalRays - 1);
}
public void AddForce(Vector2 force)
{
_velocity = force;
}
public void SetForce(Vector2 force)
{
_velocity += force;
}
public void SetHorizontalForce(float x)
{
_velocity.x = x;
}
public void SetVerticalForce(float y)
{
_velocity.y = y;
}
public void Jump()
{
AddForce(new Vector2(0, Parameters.JumpMagnitude));
_jumpIn = Parameters.JumpFrequency;
}
public void LateUpdate()
{
_jumpIn -= Time.deltaTime;
//We force the player to go up or down based on the gravity
_velocity.y += Parameters.Gravity * Time.deltaTime;
//Move the characther per his velocity scaled by time
Move (Velocity * Time.deltaTime);
}
// Ensures the player doesn't fall off the map or move through the wall
private void Move(Vector2 deltaMovement)
{
var wasGrounded = State.IsCollidingBelow;
State.Reset();
if(HandleCollisions)
{
HandlePlatforms();
CalculateRayOrigins();
if(deltaMovement.y < 0 && wasGrounded)
HandleVerticalSlope(ref deltaMovement);
if(Mathf.Abs(deltaMovement.x) > .001f)
MoveHorizontally(ref deltaMovement);
MoveVertically(ref deltaMovement);
CorrectHorizontalPlacement(ref deltaMovement, true);
CorrectHorizontalPlacement(ref deltaMovement, false);
}
_transform.Translate(deltaMovement, Space.World);
if (Time.deltaTime > 0)
_velocity = deltaMovement / Time.deltaTime;
_velocity.x = Mathf.Min (_velocity.x, Parameters.MaxVelocity.x);
_velocity.y = Mathf.Min (_velocity.y, Parameters.MaxVelocity.y);
if(State.IsMovingUpSlope)
_velocity.y = 0;
//Standing on the platform
if(StandingOn != null)
{
_activeGlobalPlatformPoint = transform.position;
_activeLocalPlatformPoint = StandingOn.transform.InverseTransformPoint(transform.position);
Debug.DrawLine(transform.position, _activeGlobalPlatformPoint);
Debug.DrawLine(transform.position, _activeLocalPlatformPoint + StandingOn.transform.position);
if(_lastStandingOn != StandingOn)
{
//If the last thing we are standing on is not null, send a message to leave it
if(_lastStandingOn != null)
_lastStandingOn.SendMessage("ControllerExist2D", this, SendMessageOptions.DontRequireReceiver);
//Inform what we are standing on that we have entered
StandingOn.SendMessage("ControllerEnter2D", this, SendMessageOptions.DontRequireReceiver);
_lastStandingOn = StandingOn;
}
//Invoke the platform that we are standing on it
else if (StandingOn != null)
StandingOn.SendMessage("ControllerStay2D", this, SendMessageOptions.DontRequireReceiver);
}
else if (_lastStandingOn != null)
{
_lastStandingOn.SendMessage("ControllerExit2D", this, SendMessageOptions.DontRequireReceiver);
_lastStandingOn = null;
}
}
private void HandlePlatforms()
{
//Calculate the velocity of the platform
if(StandingOn != null)
{
var newGlobalPlatformPoint = StandingOn.transform.TransformPoint(_activeLocalPlatformPoint);
var moveDistance = newGlobalPlatformPoint - _activeGlobalPlatformPoint;
//Sticks the player on the platform, wherever the platform teleport the players stays on it
if(moveDistance != Vector3.zero)
transform.Translate(moveDistance, Space.World);
PlatformVelocity = (newGlobalPlatformPoint - _activeGlobalPlatformPoint) / Time.deltaTime;
}
else
PlatformVelocity = Vector3.zero;
StandingOn = null;
}
private void CorrectHorizontalPlacement(ref Vector2 deltaMovement, bool isRight)
{
var halfwidth = (_boxCollider.size.x * _localScale.x) / 2f;
var rayOrigin = isRight ? _raycastBottomRight : _raycastBottomLeft;
if(isRight)
rayOrigin.x -= (halfwidth - SkinWidth);
else
rayOrigin.x += (halfwidth - SkinWidth);
var rayDirection = isRight ? Vector2.right : -Vector2.right;
var offset = 0f;
for(var i = 1; i <= TotalHorizontalRays - 1; i++)
{
var rayVector = new Vector2(deltaMovement.x + rayOrigin.x, deltaMovement.y + rayOrigin.y + (i * _verticalDistanceBetweenRays));
Debug.DrawRay(rayVector, rayDirection * halfwidth, isRight ? Color.cyan : Color.magenta);
var raycastHit = Physics2D.Raycast(rayVector, rayDirection, halfwidth, PlatformMask);
if(!raycastHit)
continue;
offset = isRight ? ((raycastHit.point.x - _transform.position.x) - halfwidth) : (halfwidth - (_transform.position.x - raycastHit.point.x));
}
deltaMovement.x += offset;
}
private void CalculateRayOrigins()
{
var size = new Vector2 (_boxCollider.size.x * Mathf.Abs (_localScale.x), _boxCollider.size.y * Mathf.Abs (_localScale.y)) / 2;
var center = new Vector2(_boxCollider.center.x * _localScale.x, _boxCollider.center.y * _localScale.y);
//Location of the player, then we add the box collider to it relative to the center of the player
_raycastTopLeft = _transform.position + new Vector3 (center.x - size.x + SkinWidth, center.y + size.y - SkinWidth);
_raycastBottomRight = _transform.position + new Vector3 (center.x + size.x - SkinWidth, center.y - size.y + SkinWidth); //Going right
_raycastBottomLeft = _transform.position + new Vector3 (center.x - size.x + SkinWidth, center.y - size.y + SkinWidth); //Going left and down-up
}
//Cast rays to the left or to the right depending on the player's movement
//Determining how far the player can go either to the left, or to the right
private void MoveHorizontally(ref Vector2 deltaMovement)
{
var isGoingRight = deltaMovement.x > 0;
//The distance between the starting point and the final destination
var rayDistance = Mathf.Abs (deltaMovement.x) + SkinWidth;
//Where is the player going? right or left
var rayDirection = isGoingRight ? Vector2.right : -Vector2.right;
//Right? we start from bottom right. Left? we start fro, bottom left
var rayOrigin = isGoingRight ? _raycastBottomRight : _raycastBottomLeft;
//Determines how many rays we want to shoot out to the left or to the right
for(var i = 0; i < TotalHorizontalRays; i++)
{
var rayVector = new Vector2(rayOrigin.x, rayOrigin.y + (i * _verticalDistanceBetweenRays));
//Visual representation about the rays
Debug.DrawRay(rayVector, rayDirection * rayDistance, Color.red);
//Checks if the player hit something or not
var rayCastHit = Physics2D.Raycast(rayVector, rayOrigin, rayDistance, PlatformMask);
if(!rayCastHit) //If there was a raycast then do something, otherwise continue to loop
continue;
//We return true if we are on a horizotnal slope, and check if we are going right or left or hit something while going up
if(i == 0 && HandleHorizontalSlope(ref deltaMovement, Vector2.Angle(rayCastHit.normal, Vector2.up), isGoingRight))
break;
//If we hit something then we can only go that far forward
deltaMovement.x = rayCastHit.point.x - rayVector.x;
rayDistance = Mathf.Abs(deltaMovement.x);
if(isGoingRight)
{
//If we are going right, then we have to substract the skinwidth
deltaMovement.x -= SkinWidth;
State.IsCollidingRight = true;
}
else
{
//The oppoiste of the if statement, if we are going left, we add the skinwidth
deltaMovement.x += SkinWidth;
State.IsCollidingLeft = true;
}
//Handles error collision, if the player hits something and go through it
if(rayDistance < SkinWidth + .0001f)
break;
}
}
private void MoveVertically(ref Vector2 deltaMovement)
{
//Check to see if going up or down
var isGoingUp = deltaMovement.y > 0;
var rayDistance = Mathf.Abs (deltaMovement.y) + SkinWidth;
var rayDirection = isGoingUp ? Vector2.up : -Vector2.up;
var rayOrigin = isGoingUp ? _raycastTopLeft : _raycastBottomLeft;
rayOrigin.x += deltaMovement.x;
var standingOnDistance = float.MaxValue;
for(var Count = 0; Count < TotalVerticalRays; Count++)
{
var rayVector = new Vector2(rayOrigin.x + (Count * _horizonatalDistanceBetweenRays), rayOrigin.y);
Debug.DrawRay(rayVector, rayDirection * rayDistance, Color.red);
var raycastHit = Physics2D.Raycast(rayVector, rayDirection, rayDistance, PlatformMask);
//If the player hit nothing then keep going.
if(raycastHit)
{
continue;
}
if(!isGoingUp)
{
var verticalDistanceToHit = _transform.position.y - raycastHit.point.y;
if(verticalDistanceToHit < standingOnDistance)
{
standingOnDistance = verticalDistanceToHit;
//Platform we are standing on
StandingOn = raycastHit.collider.gameObject;
}
}
//Determine the furthest distance we can move down or up without hitting anything
deltaMovement.y = raycastHit.point.y - rayVector.y;
rayDistance = Mathf.Abs(deltaMovement.y);
if(isGoingUp)
{
deltaMovement.y -= SkinWidth;
State.IsCollidingAbove = true;
}
else
{
deltaMovement.y += SkinWidth;
State.IsCollidingBelow = true;
}
if(!isGoingUp && deltaMovement.y > .0001f)
{
State.IsMovingUpSlope = true;
}
if(rayDistance < SkinWidth + .0001f)
{
break;
}
}
}
private void HandleVerticalSlope(ref Vector2 deltaMovement)
{
//Give us the center of the vertical rays;
var center = (_raycastBottomLeft.x + _raycastBottomRight.x) / 2;
var direction = -Vector2.up;
var slopeDistance = SlopeLimitTanget * (_raycastBottomRight.x - center);
var slopeRayVector = new Vector2 (center, _raycastBottomLeft.y);
Debug.DrawRay(slopeRayVector, direction * slopeDistance, Color.yellow);
var raycastHit = Physics2D.Raycast (slopeRayVector, direction, slopeDistance, PlatformMask);
if (!raycastHit)
return;
// ReSharper disable CompareOfFloatsByEqualityOperator
var isMovingDownSlope = Mathf.Sign (raycastHit.normal.x) == Mathf.Sign (deltaMovement.x);
if(!isMovingDownSlope)
return;
var angle = Vector2.Angle (raycastHit.normal, Vector2.up);
if(Mathf.Abs(angle) < .0001f)
return; //Which means there we are not on a slope, we are on something else
State.IsMovingDownSlope = true;
State.SlopeAngle = angle;
deltaMovement.y = raycastHit.point.y - slopeRayVector.y;
}
private bool HandleHorizontalSlope(ref Vector2 deltaMovement, float angle, bool isGoingRight)
{
//We do not want to move to an angle of 90
if(Mathf.RoundToInt(angle) == 90)
return false;
if(angle > Parameters.SlopeLimit)
{
deltaMovement.x = 0;
return true;
}
if(deltaMovement.y > .07f)
return true;
deltaMovement.x += isGoingRight ? -SkinWidth : SkinWidth;
deltaMovement.y = Mathf.Abs (Mathf.Tan (angle * Mathf.Deg2Rad) * deltaMovement.x);
State.IsMovingUpSlope = true;
State.IsCollidingBelow = true;
return true;
}
public void OnTriggerEnter2D(Collider2D other)
{
var parameters = other.gameObject.GetComponent<ControllerPhysicsVolume2D>();
if(parameters == null)
return;
_overrideParameters = parameters.Parameters;
}
public void OnTriggerExit2D(Collider2D other)
{
var parameters = other.gameObject.GetComponent<ControllerPhysicsVolume2D>();
if(parameters == null)
return;
_overrideParameters = null;
}
}
As #Terrance said you really don't need to write your own code logic for collision detection.
Secondly I noticed OnTriggerEnter2D and OnTriggerExit2D methods in your code, that also points out to one thing that all your boxCollider2d has isTrigger option checked. Therefore, I suggest you to uncheck isTrigger option on both your player and ground as TRIGGER will never stop two objects from crossing each other (you need to have both objects have 'isTrigger' unchecked on their colliders if you don't want them to pass through each other). And use method OnCollisionEnter2D and OnCollisionExit2D to detect the collision.
What is difference between Trigger and a Collider:
Taking real world example Colliders are tangible object e.g you yourself and the floor you are standing on both are solid and tangible.
While trigger is intangible, example of triggers can be the walkthrough security doors; these doors are hollow from inside allowing any person to pass without any hindrance, but if you wear any metal object on yourself and pass through that "Hollow Area" between the door, the door will TRIGGER an alarm. therefore with respect to the game world you can say that the door has a trigger at it hollow area.
Making a state machine AI "game" I have 3 states Movement, Combat, and View. They all work very well, now I'm making a flee (by the way if anyone has any good links to tutorials or info that they have off hand I would love that) state so I want to make all three previous state in their Idle mode. Which works perfectly when I have 1 AI. As soon as I put the rest (there is 6 total now) it will still only affect 1, but then after some time it will "release" I guess it the best term the script and just goes back to the three states that are supposed to be idle. I think that in my Coin script I am saying find and I think it needs to be something else, I'm just not sure if that's even right but based off of my previous experiences that's usually the case with Unity. I'll post some code, but here's some info that may help your eyes by not having to read through everything:
-I have a bool set up in my AIClass that is false until one of my gameobjects collides with a 'coin', and coin is jsut a gameobject i put in my game to test out my AI behaviors. When that bool is true, in my update in my AIClass(sorry it's at the very bottom of the script you can scroll down, but I had to put other code just in case I was doing something in that to cause my problem.) It sets the state of MovementState to Idle, CombatState to Idle and ViewState to Idle.
-Also, when that bool is false is the only time that the call for the transition of states occur. For example, normally the AI will search around trying to find player, if they find him they go near him, and if they are in a certain distance they fire. Pretty simple. The movement between those states happens at the end of each IENumerator when the 'NextMovementState()' or 'NextCombatState()' or 'NextViewState()' are called. So when the bool is true those should never be called, halting the AI from moving to another state other than Idle (to what it's set at when the bool is true in the update).
And this works fine when I have only 1 AI in the game.
CoinScript.cs
using UnityEngine;
using System.Collections;
public class CoinScript : MonoBehaviour {
private AIClass a;
// Use this for initialization
void Start () {
a = GameObject.Find ("Enemy").GetComponent<AIClass>();
}
// Update is called once per frame
void Update () {
}
void OnCollisionEnter(Collision collision)
{
if (collision.collider)
{
if(collision.gameObject.tag == "Enemy" || collision.gameObject.tag == "EnemyProjectile")
{
Physics.IgnoreCollision(rigidbody.collider,collision.collider);
//Debug.Log ("Enemy");
}
if(collision.gameObject.tag == "Player")
{
Debug.Log ("triggered!");
a.fleeBool = true;
Destroy(gameObject);
}
}
}
}
AIClass.cs
using UnityEngine;
using System.Collections;
public class AIClass : MonoBehaviour
{
public NavMeshAgent agent;
//Ammo in gun before reloading is required
public int ammo = 30;
public int maxAmmo = 30;
//Number of bullets a gun fires in sequence on 1 trigger pull
public int chamber = 3;
public int maxChamber = 3;
//Pause between bursts or mouse presses, set to 0 for fully automatic
public double chamberTime = 120;
//How fast a gun fires in RPS
public int fireRate = 7;
public int fireTimer = 0;
//How fast a gun can reload
public int reloadTime = 3;
public int reloadTimer = 0;
//Number of bullets fired per shot
public int bulletsFired = 1;
public GameObject bulletClone;
//Acceptable degrees as to which the AI will begin firing at its target
public int firingAngle = 5;
//Vision cone of degrees to left and right
public int visionAngle = 35;
public int visionDistance = 100;
public int vRotationSpeed = 3;
public int vIdleTimer = 0;
public int vIdleTime = 300;
public int searchTimer = 0;
public int searchTime = 300;
public int mIdleTimer = 0;
public int mIdleTime = 300;
public bool isFocusedOnPlayer = false;
public bool seesPlayer = false;
//
public bool fleeBool;
public bool flee;
public enum MovementState
{
MSearch,
MMoving,
MIdle,
}
public enum CombatState
{
CFiring,
CReloading,
CIdle,
}
public enum ViewState
{
VSearch,
VFocus,
VIdle,
}
public enum FleeState
{
FSearch,
FMoving,
FIdle
}
public CombatState combatState;
public ViewState viewState;
public MovementState movementState;
public FleeState fleeState;
//Search state (knows where player is and will head to the player's location)
IEnumerator MSearchState ()
{
mIdleTimer = 0;
int stuckTimer = 0;
while (movementState == MovementState.MSearch)
{
//I've arrived at my location, if idle too long, then go back to idle state
if(Vector3.Distance(transform.position,agent.destination) < 3)
mIdleTimer++;
//I'm stuck and haven't moved in a while, go back to idle state
if(agent.velocity.magnitude < 1)
stuckTimer++;
if(seesPlayer || mIdleTimer > mIdleTime + 200 || stuckTimer > 300)
{
agent.destination = transform.position;
movementState = MovementState.MIdle;
}
yield return 0;
}
if (!flee) {
NextMovementState();
}
}
//Wander state
IEnumerator MMovingState ()
{
while (movementState == MovementState.MMoving)
{
//Wander code... Create a random angle and convert it to radians
float randomAngle = (float)(3.14/180)*Random.Range(0,360);
//Normalize direction vector, as we will be using it to calculate where we place the circle
Vector3 tempV = agent.velocity;
Vector3.Normalize (tempV);
//Using our relative position, 5 units in front of us. Use the generated angle to find the point on the circle that we want to go to
agent.destination = transform.position + tempV * 3 + new Vector3(Mathf.Cos (randomAngle)*3,0,Mathf.Sin (randomAngle)*3);
//Check to see if we are within the arena bounds, if not, push our projected vector back inside
if(agent.destination.x > 24)
agent.destination = agent.destination + new Vector3(-7,0,0);
if(agent.destination.x < -24)
agent.destination = agent.destination + new Vector3(7,0,0);
if(agent.destination.z > 24)
agent.destination = agent.destination + new Vector3(0,0,-7);
if(agent.destination.z < -24)
agent.destination = agent.destination + new Vector3(0,0,7);
if(seesPlayer)
{
agent.destination = transform.position;
movementState = MovementState.MIdle;
}
yield return 0;
}
if (!flee) {
NextMovementState ();
}
}
//Not moving, if I don't see the player for awhile, then go wander
IEnumerator MIdleState ()
{
mIdleTimer = 0;
while (movementState == MovementState.MIdle)
{
if(seesPlayer)
mIdleTimer = 0;
else
mIdleTimer++;
if(mIdleTimer > mIdleTime + Random.Range (-100,100))
movementState = MovementState.MMoving;
yield return 0;
}
if (!flee) {
NextMovementState ();
}
}
//Visual search state, randomly look around and check to see if we see the player
IEnumerator VSearchState ()
{
Transform target = GameObject.FindWithTag ("Player").transform;
Vector3 targetPosition = target.position;
while (viewState == ViewState.VSearch)
{
searchTimer--;
//Vision Cone calculation
Vector3 targetDir = target.position - transform.position;
Vector3 forward = transform.forward;
float angle = Vector3.Angle(targetDir, forward);
//If player is within vision cone then proceed
if (angle < visionAngle)
{
//Check to see if there are any object between player and myself
RaycastHit hit;
if (Physics.Raycast(transform.position, targetDir, out hit))
{
if(hit.transform == target)
{
seesPlayer = true;
viewState = ViewState.VFocus;
}
}
}
//Look in another direction
if(searchTimer < 0)
{
searchTimer = searchTime + Random.Range (-100,100);
targetPosition = new Vector3(Random.Range (-100,100),transform.position.y,Random.Range (-100,100));
}
transform.rotation = Quaternion.Slerp(transform.rotation,Quaternion.LookRotation(targetPosition - transform.position), vRotationSpeed*Time.deltaTime);
yield return 0;
}
if (!flee) {
NextViewState ();
}
}
//Focus on player
IEnumerator VFocusState ()
{
Transform target = GameObject.FindWithTag ("Player").transform;
while (viewState == ViewState.VFocus)
{
//Vision Cone calculation
Vector3 targetDir = target.position - transform.position;
Vector3 forward = transform.forward;
float angle = Vector3.Angle(targetDir, forward);
if (angle > visionAngle)
viewState = ViewState.VIdle;
else
{
RaycastHit hit;
//Check if there are any objects in the way
if (Physics.Raycast(transform.position, targetDir, out hit))
{
if(hit.transform == target)
{
//Tell other AI where player is
GameObject[] objArray = GameObject.FindGameObjectsWithTag ("Enemy");
AIClass[] enemyArray = new AIClass[objArray.Length];
for(int i = 0; i < enemyArray.Length; i++)
{
enemyArray[i] = (AIClass)objArray[i].GetComponent(typeof(AIClass));
if(i >= enemyArray.Length/2)
enemyArray[i].agent.destination = target.position;
else
enemyArray[i].agent.destination = target.position + target.forward*5;
enemyArray[i].movementState = MovementState.MSearch;
}
seesPlayer = true;
transform.rotation = Quaternion.Slerp(transform.rotation,Quaternion.LookRotation(target.position - transform.position), vRotationSpeed*Time.deltaTime);
//Check to see player is within sights of the gun
if (angle < firingAngle)
isFocusedOnPlayer = true;
else
isFocusedOnPlayer = false;
}
else
{
//I no longer see the player
seesPlayer = false;
viewState = ViewState.VIdle;
isFocusedOnPlayer = false;
}
}
}
yield return 0;
}
if (!flee) {
NextViewState ();
}
}
//Visual idle state, basically the ai is just looking forward
IEnumerator VIdleState ()
{
vIdleTimer = 0;
Transform target = GameObject.FindWithTag ("Player").transform;
while (viewState == ViewState.VIdle)
{
//Vision cone calculation
vIdleTimer++;
Vector3 targetDir = target.position - transform.position;
Vector3 forward = transform.forward;
float angle = Vector3.Angle(targetDir, forward);
//Check to see if there is an object is between the ai and the player
if (angle < visionAngle)
{
RaycastHit hit;
if (Physics.Raycast(transform.position, targetDir, out hit))
{
if(hit.transform == target)
{
seesPlayer = true;
viewState = ViewState.VFocus;
}
}
}
if(vIdleTimer > vIdleTime)
viewState = ViewState.VSearch;
yield return 0;
}
if (!flee) {
NextViewState ();
}
}
//Firing gun state
IEnumerator CFiringState ()
{
while (combatState == CombatState.CFiring)
{
if(!isFocusedOnPlayer)
combatState = CombatState.CIdle;
fireTimer--;
if(ammo > 0)
{
if(chamber > 0)
{
if(fireTimer <= 0)
{
for(int i = 0; i < bulletsFired;i++)
{
GameObject temp = (GameObject) Instantiate (bulletClone,transform.position + transform.forward,transform.rotation);
temp.rigidbody.AddForce(transform.forward*500);
}
fireTimer = 60 / fireRate;
ammo--;
chamber--;
}
}
else
{
chamber = maxChamber;
fireTimer = (int)(60/chamberTime);
}
}
else
{
combatState = CombatState.CReloading;
}
yield return 0;
}
if (!flee) {
NextCombatState ();
}
}
IEnumerator CReloadingState ()
{
reloadTimer = reloadTime * 60;
while (combatState == CombatState.CReloading)
{
reloadTimer--;
if(reloadTimer <= 0)
{
ammo = maxAmmo;
combatState = CombatState.CIdle;
}
yield return 0;
}
if (!flee) {
NextCombatState ();
}
}
IEnumerator CIdleState ()
{
while (combatState == CombatState.CIdle)
{
if(isFocusedOnPlayer)
combatState = CombatState.CFiring;
yield return 0;
}
if (!flee) {
NextCombatState ();
}
}
void Start ()
{
fleeBool = false;
flee = false;
NextCombatState();
NextViewState();
NextMovementState();
}
void NextMovementState()
{
string methodName = movementState.ToString() + "State";
System.Reflection.MethodInfo info = GetType().GetMethod(methodName, System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance);
StartCoroutine((IEnumerator)info.Invoke(this, null));
}
void NextCombatState ()
{
string methodName = combatState.ToString() + "State";
System.Reflection.MethodInfo info = GetType().GetMethod(methodName, System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance);
StartCoroutine((IEnumerator)info.Invoke(this, null));
}
void NextViewState ()
{
string methodName = viewState.ToString() + "State";
System.Reflection.MethodInfo info = GetType().GetMethod(methodName, System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance);
StartCoroutine((IEnumerator)info.Invoke(this, null));
}
void NextFleeState()
{
string methodName = viewState.ToString() + "State";
System.Reflection.MethodInfo info = GetType().GetMethod(methodName, System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance);
StartCoroutine((IEnumerator)info.Invoke(this, null));
}
void Update()
{
Debug.DrawLine(transform.position, transform.position+transform.forward*5, Color.red);
if (fleeBool == true)
{
flee = true;
}
if (flee == true)
{
Debug.Log ("flee is true");
combatState = CombatState.CIdle;
movementState = MovementState.MIdle;
viewState = ViewState.VIdle;
Debug.Log ("End of idles");
}
}
}
You can use GameObject.FindObjectsOfType() or GameObject.FindGameObjectsWithTag
you can do that with store all the AIClass into array and then loop it become specific, so every enemy can affected
AIClass[] AIObject = GameObject.Find("Enemy").GetComponents<AIClass>();
foreach(AIClass a in AIObject ){
//do something with a
}
it should work.