Bug with my object un-snapping objects in Unity - c#

I have basic snapping of objects in place in my test scene, but when I go to unsnap the objects the snapped object will resnap unless I move it away very quickly.
For context of the scene setup, I want to implement snapping objects in VR so I have a smaller parent object inside the object I'm moving to represent the hand the object would be parented to in VR. Also I have the snapping script (first one below) attached to the 'hand' object, and am using trigger colliders on the hand & the square obj it attaches to.
Any clue how I can fix this so I don't need to pull quickly to decouple the object?
Video of the bug happening
Below are the scripts I'm using to implement this
public class snap : MonoBehaviour, collider_helper.collider_help_reciever
{
public Transform snapObj;
public Transform SnapTarget;
bool snapped = false;
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
}
public void OnTriggerEnter (Collider other)
{
Debug.Log("enter");
if (snapped == false && other.transform.GetInstanceID() == SnapTarget.GetInstanceID())
{
snapObj.position = SnapTarget.position;
snapObj.rotation = SnapTarget.rotation;
snapObj.parent = SnapTarget;
snapped = true;
}
}
public void OnTriggerExit(Collider other)
{
Debug.Log("exit");
if (snapped == true && other.transform.GetInstanceID() == SnapTarget.GetInstanceID())
{
snapObj.position = transform.position;
snapObj.rotation = transform.rotation;
snapObj.parent = transform;
snapped = false;
StartCoroutine(noSnap);
}
}
}
public class collider_helper : MonoBehaviour {
public GameObject recieving;
collider_help_reciever reciever;
// Use this for initialization
void Start () {
reciever = recieving.GetComponent<collider_help_reciever>();
}
// Update is called once per frame
void Update () {
}
void OnTriggerStay (Collider other)
{
reciever.OnTriggerEnter(other);
}
public interface collider_help_reciever
{
void OnTriggerEnter(Collider other);
}
}

Well the answer turned out to be adding a float (lastSnapTime) to store the last time the objects decoupled, and only allowing snapping to happen if some time had passed since they last decoupled:
public void OnTriggerEnter(Collider other)
{
Debug.Log("enter");
if (other.transform.GetInstanceID() == SnapTarget.GetInstanceID())
{
if (lastSnapTime + 0.1f < Time.time)
{
snapObj.position = SnapTarget.position;
snapObj.rotation = SnapTarget.rotation;
snapObj.parent = SnapTarget;
}
}
}
public void OnTriggerExit(Collider other)
{
Debug.Log("exit");
if (other.transform.GetInstanceID() == SnapTarget.GetInstanceID())
{
lastSnapTime = Time.time;
snapObj.position = transform.position;
snapObj.rotation = transform.rotation;
snapObj.parent = transform;
//StartCoroutine(noSnap);
}
}

Related

Static value "lost" in Unity when called on second script

I'm trying to implement a system with platforms and OntriggerExit that spawn new platforms. The objects that contain the trigger function are children to said platforms. I.e, I have 4 triggers as children in each platform.
I'm trying to use the trigger object's global position to instantiate the new platform but it keeps doing so according to the prent's position.
For instance, the parent (platform) is at (0,0,0). The trigger, child to the platform, is at (-15,0,0) globally. I try to add (-35,0,0) and it instantiates at (-35,0,0) instead of (-50,0,0).
I do this with a static value. I obtain the Trigger position when OnTriggerExit() and then use it on a different script as follows:
public class TriggerExitN : MonoBehaviour
{
public delegate void ExitAction();
public static event ExitAction OnChunkExitedN;
public static Vector3 positionN;
private bool exited = false;
private void OnTriggerExit(Collider other)
{
Player player = other.GetComponent<Player>();
if (player != null)
{
if (!exited)
{
exited = true;
OnChunkExitedN();
positionN = gameObject.transform.position;
}
}
}
}
If I debug positionN here it returns (-15,0,0) as expected.
Then the platform generator:
public class MapGenerator : MonoBehaviour
{
public GameObject[] mapprefabs;
public GameObject[] startprefabs;
private List<GameObject> platformslist = new List<GameObject>();
public Vector3 spawnOrigin;
private Vector3 spawnPosition;
// Start is called before the first frame update
void Start()
{
platformslist.Add(startprefabs[0]);
}
void OnEnable()
{
TriggerExitN.OnChunkExitedN += PickAndSpawnN;
}
private void OnDisable()
{
TriggerExitN.OnChunkExitedN -= PickAndSpawnN;
}
void PickAndSpawnN()
{
spawnPosition = TriggerExitN.positionN + new Vector3(-35f, 0, 0f);
foreach (GameObject platform in platformslist)
if(platform.transform.position == spawnPosition)
{
return;
}
else
{
continue;
}
GameObject objectFromChunk = mapprefabs[Random.Range(0, mapprefabs.Length)];
Instantiate(objectFromChunk, spawnPosition + spawnOrigin, Quaternion.identity);
platformslist.Add(objectFromChunk);
Debug.Log(TriggerExitN.positionN);
}
If I debug poisitionN here, it returns (0,0,0).
I know I'm missing something, I'd just like some help with it because it's driving me mad.
Please disregard the rest of the code that does not concern the value and usage of positionN for it is not yet well articulated.
Thank you in advance.
OnChunkExitedN();
positionN = gameObject.transform.position;
Just switch these two you are calling onchunkexitedn before setting positionN
positionN = gameObject.transform.position;
OnChunkExitedN();

Unity3D using OnTriggerStay

I'm using the event OnTriggerStay2D to destroy an object, the reason i'm using this instead of OnTriggerEnter2D is because i'm dragging the object using the touchscreen, and i want to destroy it after it is released, the problem i have is that OntriggerStay2D is not always called, so sometimes the object is not destroyed after it is released and it has to be moved again to work, i've read the docummentation from Unity
OnTriggerStay is called almost all the frames for every Collider other that is touching the trigger.
public void OnTriggerStay2D(Collider2D other)
{
if (gameObject.tag == other.tag) {
Destroy (other.gameObject);
}
}
I would like to know if there's any way to call OntriggerStay2D everytime i release the object.
Thanks.
Edit
Dragging code
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Drag : MonoBehaviour {
private bool draggingItem = false;
private GameObject draggedObject;
private Vector2 touchOffset;
void Update ()
{
if (HasInput)
{
DragOrPickUp();
}
else
{
if (draggingItem)
DropItem();
}
}
Vector2 CurrentTouchPosition
{
get
{
Vector2 inputPos;
inputPos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
return inputPos;
}
}
private void DragOrPickUp()
{
var inputPosition = CurrentTouchPosition;
if (draggingItem)
{
draggedObject.transform.position = inputPosition + touchOffset;
}
else
{
RaycastHit2D[] touches = Physics2D.RaycastAll(inputPosition, inputPosition, 0.5f);
if (touches.Length > 0)
{
var hit = touches[0];
if (hit.transform != null && hit.rigidbody != null)
{
draggingItem = true;
draggedObject = hit.transform.gameObject;
touchOffset = (Vector2)hit.transform.position - inputPosition;
}
}
}
}
private bool HasInput
{
get
{
return Input.GetMouseButton(0);
}
}
public void DropItem()
{
draggingItem = false;
}
}
Avoid using OnTriggerStay2D for this. You can use a boolean variable that you set to true and false in the OnTriggerEnter2D and OnTriggerExit2D function.
bool isTouching = false;
void OnTriggerEnter2D(Collider2D collision)
{
Debug.Log("Entered");
if (collision.gameObject.CompareTag("YourOtherObject"))
{
isTouching = true;
}
}
void OnTriggerExit2D(Collider2D collision)
{
Debug.Log("Exited");
if (collision.gameObject.CompareTag("YourOtherObject"))
{
isTouching = false;
}
}
You can now check the isTouching variable when the object is released.
if(isTouching){
....
}
Note that I suggest you abandon your current code that uses Raycast and Input.GetMouseButton(0); since you are using this on mobile devices too. You should be using Unity's new EventSystem for this since it is made to be mobile friendly too.
Since you are using 2D collider, see #7 from this answer.
Here is a complete example of how to drag a Sprite with the new EventSystem. Combine that with the answer above and you get a much more better solution.

FindObjectOfType returning null

The issue I am having is with a dropped item i pick up adding ammo to a gun.
Built a Gun class with all the methods and variables.
Built a Rifle class derived from the Gun class
The Rifle works perfect No Issues
I now am adding a "PickUp" system where x amount of enemies drop a pickup.
This is the script on the item to pick up
public class AddARAmmo : MonoBehaviour
{
private Rifle rifle;
private void Awake()
{
rifle = FindObjectOfType<Rifle>();
}
private void OnTriggerEnter(Collider other)
{
if (other.tag == string.Format("Player"))
{
rifle.AddAmmo(30);
Destroy(gameObject);
}
}
}
The rifle and gun scripts are kind of long but here is the relevant stuff from the Gun base class is public abstract class ......
public int bulletsInStock;
public void AddAmmo(int ammoToAdd)
{
bulletsInStock += ammoToAdd;
UpdateAmmo();// updates on screen Ammo
}
......
Then in the Rifle Class
public override void Modifiers() // This is where the guns starts are stored
{
bulletSpeed = 2777f;
bulletsInStock = 200;
bulletsInMag = 30;
bulletPoolSize = 40;
desiredRPS = 15;
muzzleFlashPoolSize = 10;
}
I am getting an Object Reference Not Set To An Instance
The Rifle script is on the rifle in the game hierarchy so it should find it.
Does anyone see anything wrong?
Here is the full Gun script
public abstract class Gun : MonoBehaviour
{
[SerializeField] protected GameObject muzzleFlash;// spawns on barrelEnd
[SerializeField] protected Transform muzzleFlashFolder;
[SerializeField] protected Transform bulletFolder;// is the parent of bullets
[SerializeField] protected Transform barrelEnd;// Gameobject at the end of barrel
[SerializeField] protected Rigidbody bullet; // The bullet Prefab
[SerializeField] protected Text ammo; // OSD
[SerializeField] protected Text weaponType; // OSD
[HideInInspector] protected float bulletSpeed;
[HideInInspector] public int bulletsInStock;
[HideInInspector] protected int bulletsInMag;
[HideInInspector] protected float desiredRPS;// Rounds Per Second
[HideInInspector] protected List<Rigidbody> poolOfBullets; // Make pool for bullets
[HideInInspector] protected int bulletPoolSize; // The size off the buletpool 10 works really well
[HideInInspector] protected List<GameObject> muzzleFlashPool;// pool for muzzleflash
[HideInInspector] protected int muzzleFlashPoolSize; // size of the muzzle pool
[HideInInspector] protected int bulletsLeft; // In mag
[HideInInspector] protected bool isReloading = false;
[HideInInspector] protected float timeLeft;// for fire speed
[HideInInspector] protected float fireSpeedTimer;
[HideInInspector] protected Weapons weaponsScript;
[HideInInspector] protected PlayerController playerController;
protected void FixedUpdateStuff()
{
if (playerController.canMove && Input.GetAxisRaw(string.Format("Fire1")) > 0)
{
FireSpeedControl();// call the fire timer controller
}
if (playerController.canMove && Input.GetAxisRaw(string.Format("Fire1")) == 0)
{
timeLeft = 0f;
}
if (playerController.canMove && Input.GetKeyDown(KeyCode.R) && !isReloading)
{
Reload();
}
UpdateAmmoOnInput();
}
protected void UpdateStuff()
{
if (gameObject.activeInHierarchy)// when a gun become active it updates OSD
{
UpdateWeaponType();// With its Name
}
}
protected void RPSFinder()// finds the Rounds Per Second the gun will fire
{
fireSpeedTimer = (100 / desiredRPS) / 100;
timeLeft = fireSpeedTimer;
}
protected void Fire()// Instatiates a clone of the desired bullet and fires it at bulletSpeed
{
if (!Empty())
{
Rigidbody bulletClones = GetPooledBullet();
if (bulletClones != null)
{
bulletClones.transform.SetPositionAndRotation(barrelEnd.position, barrelEnd.rotation);
bulletClones.gameObject.SetActive(true);
}
GameObject muzzleFlashClone = GetMuzzleFlash();
if (muzzleFlashClone != null)
{
muzzleFlashClone.transform.position = barrelEnd.position;
muzzleFlashClone.gameObject.SetActive(true);
}
bulletClones.AddForce(-bulletClones.transform.up * bulletSpeed * .304f); //add the force in FPS * .304 = MPS
bulletsLeft--;// the holder to know how many bullets are left in the magazine
isReloading = false;// Gun cannot reload unless it has been fired
UpdateAmmo();// Updates the on screen ammo count and the stock usage
return;
}
}
protected void Reload()
{// this removes full magazine from the stock and the stock can still go negitive FIX FIX FIX FIX FIX FIX FIX
if (bulletsInStock > 0)
{
isReloading = true;
bulletsInStock -= bulletsInMag;
bulletsLeft = bulletsInMag;
UpdateAmmo();
}
}
protected bool Empty()// Checks the magazine to see if there are bullets in it
{
if (bulletsLeft == 0)
return true;
else
return false;
}
protected void FireSpeedControl()// controls the RPS fired by the gun Controled by Update() Input
{
if (timeLeft > 0f)
{
timeLeft -= Time.deltaTime;
}
else if (timeLeft <= 0f)
{
Fire();
timeLeft = fireSpeedTimer;
}
}
protected Rigidbody GetPooledBullet()// retrieve a preInstatiated bullet from the pool to use when shooting
{
for (int i = 0; i < poolOfBullets.Count; i++)
{
if (!poolOfBullets[i].gameObject.activeInHierarchy)
{
return poolOfBullets[i];
}
}
return null;
}
protected GameObject GetMuzzleFlash()
{
for (int i = 0; i < muzzleFlashPool.Count; i++)
{
if (!muzzleFlashPool[i].gameObject.activeInHierarchy)
{
return muzzleFlashPool[i];
}
}
return null;
}
protected void UpdateAmmo()// Update the on screen ammo information
{
ammo.text = bulletsLeft + string.Format( " : ") + bulletsInStock;
}
protected abstract void UpdateWeaponType();
protected void UpdateAmmoOnInput()
{
if (weaponsScript.updateAmmo)
{
UpdateAmmo();
weaponsScript.updateAmmo = false;
}
}
public abstract void Modifiers();
protected void StartStuff()
{
Modifiers();// Call first to store indvidual gun stats
playerController = FindObjectOfType<PlayerController>();
weaponsScript = FindObjectOfType<Weapons>();
poolOfBullets = new List<Rigidbody>();
for (int i = 0; i < bulletPoolSize; i++)
{
Rigidbody bulletClone = (Rigidbody)Instantiate(bullet);
bulletClone.gameObject.SetActive(false);// Builds the Inspector list
poolOfBullets.Add(bulletClone); //and populates the elements with clones
bulletClone.transform.parent = bulletFolder.transform;
}
muzzleFlashPool = new List<GameObject>();
for (int i = 0; i < muzzleFlashPoolSize; i++)
{
GameObject muzzleFlashClone = (GameObject)Instantiate(muzzleFlash);
muzzleFlashClone.gameObject.SetActive(false);
muzzleFlashPool.Add(muzzleFlashClone);
muzzleFlashClone.transform.parent = muzzleFlashFolder.transform;
}
bulletsLeft = bulletsInMag;
ammo.text = string.Format( " 0 : 0 ");
RPSFinder();// Run last to set the RPS of the gun
}
public void AddAmmo(int ammoToAdd)
{
bulletsInStock += ammoToAdd;
UpdateAmmo();
}
}
}
and here is the full Rifle script
public class Rifle : Gun
{
//All variables are stored in the "Gun" Script
//Copy this onto guns
void Start()
{
StartStuff();
}
private void FixedUpdate()
{
FixedUpdateStuff();
}
void Update()
{
UpdateStuff();
}
public override void Modifiers() // This is where the guns starts are stored
{
bulletSpeed = 2777f;
bulletsInStock = 200;
bulletsInMag = 30;
bulletPoolSize = 40;
desiredRPS = 15;
muzzleFlashPoolSize = 10;
}
protected override void UpdateWeaponType()
{
weaponType.text = string.Format("Assault Rifle");
}
}
There are three reasons why FindObjectOfType may return null:
Let's say the script name to find is Rifle:
And FindObjectOfType<Rifle>() is returning null.
1.The GameObject the Rifle script is attached to is in-active. You must make sure that the GameObject is active.
2.The Rifle is not attached to any GameObject at-all. Make sure that the Rifle script is attached to a GameObject..
It doesn't matter if the script is enabled or disabled, it should find it as long as the GameObject it is attached to is active. See #1.
3.When loading new scene:
When you trigger scene loading with functions such as SceneManager.LoadScene
and Application.LoadLevel, FindObjectOfType will not be able to find anything until the scene loading it done.
See here for how to check when scene has finished loading.
If you still have problems which you shouldn't, simply find the GameObject then get the Rifle component from it. Assuming that the name of the GameObject is "Rifle" too.
GameObject.Find("Rifle").GetComponent<Rifle>();
I figured out how to fix this for anyone having a similar issue.
The issue was when the enemy dropped the item, the Awake() method ran. When it ran the gun was inactive in the scene so FindObjectOfType did not find the reference script because as mentioned above, It has to be active in the scene to be found.
So what I did was create a Holder script i called EnemyDrops and this script calls the findobjectoftypes for the guns. That way the call is done on the initial game start .
I then changed the pickup to find the EnemyDrops script(which is on en empty game object) and send the call to it.
EnemyDrops Script
private Handgun handgun;
private void Awake()
{
handgun = FindObjectOfType<Handgun>();
}
public void AddHandgunAmmo(int x)
{
handgun.AddAmmo(x);
}
and the new pickup script
public class AddHandgunAmmo : MonoBehaviour
{
private EnemyDrops enemyDrops;
private void Awake()
{
enemyDrops = FindObjectOfType<EnemyDrops>();
}
private void OnTriggerEnter(Collider other)
{
if (other.tag == string.Format("Player"))
{
enemyDrops.AddHandgunAmmo(50);
Destroy(gameObject);
}
}
}
As you can see it all still works with passing values through the methods just had to have a "middle man" to relay the information. But this works just fine
Thanks for everyones feedback and I hope this helps someone

Unity3D - enemy not taking damage

In Unity3D my enemy is not taking damage upon colliding with my projectile explosion.
Although this is not the case as it the health variable is unaffected upon colliding with my projectile explosion.
My Enemy and Barrel classes inherit from Entity which handles the taking of damage (subtracting the damage variable from the health variable). Although only the barrel class is working as intended.
The tags are 100% correct and I would prefer to continue using inheritance so please no suggestions to change the method in which my classes take damage.
the class that Enemy and Barrel inherit from
using UnityEngine;
using System.Collections;
public class Entity : MonoBehaviour {
public float health = 25;
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
}
public virtual void takeDamage(float dmg){
health -= dmg;
if (health <= 0){
Destroy(this.gameObject);
}
}
}
Enemy class
using UnityEngine;
using System.Collections;
public class Enemy : Entity {
private NavMeshAgent agent;
public GameObject target;
// Use this for initialization
void Start () {
agent = GetComponent<NavMeshAgent> ();
}
// Update is called once per frame
void Update () {
agent.SetDestination (target.transform.position);
}
}
Barrel class
using UnityEngine;
using System.Collections;
public class Barrel : Entity {
private Transform myTransform;
//Effects
public GameObject barrelExplosion;
public GameObject explosionDamage;
public GameObject explosionSound;
// Use this for initialization
void Start () {
myTransform = this.transform;
}
// Update is called once per frame
void Update () {
}
public override void takeDamage(float dmg){
health -= dmg;
if (health <= 0){
Instantiate(barrelExplosion, myTransform.position, myTransform.rotation);
Instantiate(explosionSound, myTransform.position, myTransform.rotation);
Instantiate(explosionDamage, myTransform.position, myTransform.rotation);
Destroy(this.gameObject);
}
}
}
ExplosionAOE the class that sends the damage
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class ExplosionAOE : MonoBehaviour {
public float damage = 100.0f;
public float lifeTime = 0.05f;
private float lifeTimeDuration;
public List<GameObject> damageTargets = new List<GameObject>();
public float radius = 15.0f;
GameManager gameManager;
void Start() {
gameManager = GameObject.FindGameObjectWithTag("GameManager").GetComponent<GameManager>();
//Destroy (this.gameObject, lifeTime);
lifeTimeDuration = Time.time + lifeTime;
transform.GetComponent<SphereCollider>().radius = radius;
}
void Update() {
//Explosion finishes, damage targets and remove AOE field
if (Time.time > lifeTimeDuration) {
foreach (GameObject target in damageTargets) {
if (target != null) {
//Calculate damage based on proximity to centre of explosion
float thisDamage = ((radius - Vector3.Distance(target.transform.position, transform.position)) / radius) * damage;
print(thisDamage);
target.GetComponent<Entity>().takeDamage(thisDamage);
//target.SendMessage("takeDamage", damage); //<< This is not good code. Let's fix this!
}
}
Destroy(this.gameObject);
}
}
void OnTriggerEnter(Collider otherObject) {
if (otherObject.gameObject.tag == "Enemy") {
damageTargets.Add(otherObject.gameObject);
}
if (otherObject.gameObject.tag == "Player") {
Vector3 jumpVector = (otherObject.transform.position - transform.position).normalized;
jumpVector *= 25;
otherObject.GetComponent<CharacterMotor>().SetVelocity(jumpVector);
}
}
}
Sorry this is a bit of a lengthy one and EVERYTHING is tagged correctly so that is not the issue, thanks.
Problem 1.
Use "Debug.Log" everywhere
void OnTriggerEnter(Collider otherObject) {
Debug.Log("in trig");
Debug.Log("otherObject.gameObject.tag is " + otherObject.gameObject.tag);
if (otherObject.gameObject.tag == "Enemy") {
Debug.Log("a");
damageTargets.Add(otherObject.gameObject);
}
if (otherObject.gameObject.tag == "Player") {
Debug.Log("b");
Vector3 jumpVector = (otherObject.transform.position -
transform.position).normalized;
jumpVector *= 25;
otherObject.GetComponent<CharacterMotor>().SetVelocity(jumpVector);
}
}
In particular, in Entity and Enemy.
Questions such as this one are instantly answered by tracking with Debug.Log.
Problem 2.
It's a PITA getting the relationships between triggers, rigidbody, etc.
It's very likely that's a problem here.
http://docs.unity3d.com/Manual/CollidersOverview.html
Go down to the annoying "trigger action matrix" and work from there.
Problem 3.
As a rule, never use the "tags" feature in Unity. (They only added tags to help "hello world" tutorials.)
In practice you use layers everywhere and always:
(Layers are particularly essential in shooting games: every single category needs a layer.)
Problem 4.
The code shown is definitely looking good. Here's some example code not unlike yours for tips.
Trivial example, note the breakaway code (the returns) inside the OnTrigger, you should do that).
Also,
use extentions
everywhere and always in Unity. Quick tutorial
it's the #1 tip if you actually want to work professionally.
public class Enemy:BaseFrite
{
public tk2dSpriteAnimator animMain;
public string usualAnimName;
[System.NonSerialized] public Enemies boss;
[Header("For this particular enemy class...")]
public float typeSpeedFactor;
public int typeStrength;
public int value;
// could be changed at any time during existence of an item!
[System.NonSerialized] public FourLimits offscreen; // must be set by our boss
[System.NonSerialized] public int hitCount; // that's ATOMIC through all integers
[System.NonSerialized] public int strength; // just as atomic!
[System.NonSerialized] public float beginsOnRight;
private bool inPlay; // ie, not still in runup
void Awake()
{
boss = Gp.enemies;
}
..........
protected virtual void Prepare() // write it for this type of sprite
{
ChangeClipTo(bn);
// so, for the most basic enemy, you just do that.
// for other enemy, that will be custom (example, swap damage sprites, etc)
}
void OnTriggerEnter2D(Collider2D c)
{
// we can ONLY touch either Biff or a projectile. to wit: layerBiff, layerPeeps
GameObject cgo = c.gameObject;
if ( gameObject.layer != Grid.layerEnemies ) // if we are not enemy layer....
{
Debug.Log("SOME BIZARRE PROBLEM!!!");
return;
}
if (cgo.layer == Grid.layerBiff) // we ran in to Biff
{
Gp.billy.BiffBashed();
// if I am an enemy, I DO NOT get hurt by biff smashing in to me.
return;
}
if (cgo.layer == Grid.layerPeeps) // we ran in to a Peep
{
Projectile p = c.GetComponent<Projectile>();
if (p == null)
{
Debug.Log("WOE!!! " +cgo.name);
return;
}
int damageNow = p.damage;
Hit(damageNow);
return;
}
Debug.Log("Weirded");
}
public void _stepHit()
{
if ( transform.position.x > beginsOnRight ) return;
++hitCount;
--strength;
ChangeAnimationsBasedOnHitCountIncrease();
// derived classes write that one.
if (strength==0) // enemy done for!
{
Gp.coins.CreateCoinBunch(value, transform.position);
FinalEffect();
if ( Gp.superTest.on )
{
Gp.superTest.EnemyGottedInSuperTest(gameObject);
boss.Done(this);
return;
}
Grid.pops.GotEnemy(Gp.run.RunDistance); // basically re meters/achvmts
EnemyDestroyedTypeSpecificStatsEtc(); // basically re achvments
Gp.run.runLevel.EnemyGotted(); // basically run/level stats
boss.Done(this); // basically removes it
}
}
protected virtual void EnemyDestroyedTypeSpecificStatsEtc()
{
// you would use this in derives, to mark/etc class specifics
// most typically to alert achievements system if the enemy type needs to.
}
private void _bashSound()
{
if (Gp.biff.ExplodishWeapon)
Grid.sfx.Play("Hit_Enemy_Explosive_A", "Hit_Enemy_Explosive_B");
else
Grid.sfx.Play("Hit_Enemy_Non_Explosive_A", "Hit_Enemy_Non_Explosive_B");
}
public void Hit(int n) // note that hitCount is atomic - hence strength, too
{
for (int i=1; i<=n; ++i) _stepHit();
if (strength > 0) // biff hit the enemy, but enemy is still going.
_bashSound();
}
protected virtual void ChangeAnimationsBasedOnHitCountIncrease()
{
// you may prefer to look at either "strength" or "hitCount"
}
protected virtual void FinalEffect()
{
// so, for most derived it is this standard explosion...
Gp.explosions.MakeExplosion("explosionC", transform.position);
}
public void Update()
{
if (!holdMovement) Movement();
if (offscreen.Outside(transform))
{
if (inPlay)
{
boss.Done(this);
return;
}
}
else
{
inPlay = true;
}
}
protected virtual void Movement()
{
transform.Translate( -Time.deltaTime * mpsNow * typeSpeedFactor, 0f, 0f, Space.Self );
}
......
/*
(frite - flying sprite)
The very base for enemies, projectiles etc.
*/
using UnityEngine;
using System.Collections;
public class BaseFrite:MonoBehaviour
{
[System.NonSerialized] public float mpsNow;
// must be set by the boss (of the derive) at creation of the derive instance!
private bool _paused;
public bool Paused
{
set {
if (_paused == value) return;
_paused = value;
holdMovement = _paused==true;
if (_paused) OnGamePause();
else OnGameUnpause();
}
get { return _paused; }
}
protected bool holdMovement;
protected virtual void OnGamePause()
{
}
protected virtual void OnGameUnpause()
{
}
protected string bn;
public void SetClipName(string clipBaseName)
{
bn = clipBaseName;
}
}
Is more easy if in ExplosionAOE/OnTriggerEnter function you call the takeDamage function:
scriptCall = otherObject.GetComponent(EnemyScript);
scriptCall.takeDamage(damage);

Trouble reveling objects using layer based colliderspheres C# Unity

I'm having some trouble getting a mechanic to function correctly in my game. Basically I have two zones: Collidersight and Colliderfatal, defined by collider spheres that are attached to a artillery shell that is fired by a cannon. Essentially, I want any objects that are within the Collidersight zone to be revealed as long as they are within that particular zone, if they are outside that zone they should return to being invisible. If an object collides with Colliderfatal, then that object should be revealed perminantly, even after the shell has been destroyed. I have tried to initialize the gameObjects individually but this appears to be extremely confusing and not applicable to the situation. The gameobjects already exist within the scene and I am not instantiating them in. I have been told, that I may need to create a list of the gameobjects to loop inside the collidersphere as a potentional solution for this problem but I am totally lost on how this might be achieved.
here is the code.
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class zone : MonoBehaviour {
public LayerMask m_SightLayers;
public LayerMask s_FatalityLayers;
public Vector3 m_Position;
public float m_Radius;
public float m_Force;
public float s_Radius;
public Vector3 s_Position;
public Invisible1 revealenemy1;
public Invisible1 enemykill1;
public float s_Force;
public InvisibleKill makeDead;
public GameObject EnemyCube1;
//public GameObject enemydead;
bool hasExploded;
public bool inZone;
public bool inKillzone;
//public float removeTime = 5.0f;
bool hasBeenhit;
void Awake(){
GameObject[] objects = GameObject.FindGameObjectsWithTag("Enemy");
}
void start (){
makeDead = (InvisibleKill) EnemyCube1.GetComponent (typeof(InvisibleKill));
revealenemy1 = (Invisible1) EnemyCube1.GetComponent(typeof(Invisible1));
}
void OnCollisionEnter(Collision explode){
if(explode.gameObject.name == "Terrain" || explode.gameObject.name == "EnemyCube" || explode.gameObject.name == "EnemyCube1" ){
hasExploded = true;
}
}
void FixedUpdate ()
{
if (hasExploded == true){
Collider[] collidersight;
Collider[] colliderfatal;
Rigidbody rigidbody;
collidersight = Physics.OverlapSphere (transform.position + m_Position, m_Radius, m_SightLayers);
foreach (Collider collider in collidersight)
{
if(collider.tag == "Enemy"){
Debug.Log("stuff");
}
rigidbody = (Rigidbody) collider.gameObject.GetComponent (typeof (Rigidbody));
if (rigidbody == null)
{
continue;
}
if(rigidbody.gameObject.tag == "Enemy"){
inZone = true;
if(inZone == true){
revealenemy1.Reveal1();
// revealenemy2.Reveal2();
//revealenemy3.Reveal3();
Debug.Log ("hit");
hasBeenhit = true;
if(hasBeenhit == false){
hasBeenhit = false;
// revealenemy1.Hidden();
//// revealenemy2.Hidden2();
// revealenemy3.Hidden3();
}
}else{
}
}
}
//Debug.Log (hasExploded);
colliderfatal = Physics.OverlapSphere (transform.position + s_Position,s_Radius,s_FatalityLayers);
foreach (Collider collider in colliderfatal)
{
inKillzone = true;
rigidbody = (Rigidbody) collider.gameObject.GetComponent (typeof (Rigidbody));
if (rigidbody ==null)
{
continue;
}
rigidbody.AddExplosionForce (s_Force * -1, transform.position + s_Position,s_Radius);
Debug.Log("hasbeenkilled");
}
}
if(hasBeenhit == false){
revealenemy1.Hidden();
//revealenemy2.Hidden2();
//revealenemy3.Hidden3 ();
hasBeenhit = false;
}
if(inKillzone == true){
//EnemyCube1.GetComponentInChildren (typeof(Invisible1));
hasBeenhit = true;
//revealenemy.renderer.enabled = true;
// makeDead.isdead = true;
//(typeof(Invisible1));
}
if(makeDead.isdead == true){
revealenemy1.Reveal1();
}
}
void OnDrawGizmosSelected () {
Gizmos.color = Color.red;
Gizmos.DrawWireSphere (transform.position + m_Position, m_Radius);
//Gizmos.DrawWireSphere (transform.position + s_Position, s_Radius);
}
void OnDrawGizmos()
{
Gizmos.color = Color.blue;
Gizmos.DrawWireSphere (transform.position + s_Position, s_Radius);
}
}
Why not simply activate/deactivate the object renderers when they enter the zones? You stipulate that objects that have entered the 'Fatal' zone are permanently visible, I took this to mean they are visible even if they leave that zone.
Visibility class to be placed on any object whose visibility you want to change:
public class Visibility : MonoBehaviour {
public bool LockVisibility = false;
public void SetVisible(bool state){
if(LockVisibility)return;
renderer.enabled = state;
}
}
And the collision detection class.
public class CollisionRender : MonoBehaviour {
//example collision types
public enum CollisionTypes { Fatal,InSight };
public CollisionTypes CollisionType = CollisionTypes.InSight;
//turn renderer on.
void OnTriggerEnter(Collider other) {
Visibility vis = other.gameObject.GetComponent<Visibility>();
if(CollisionType == CollisionTypes.InSight){
vis.SetVisible(true);
}else if(CollisionType == CollisionTypes.Fatal){
//if in 'fatal' zone, make visible and lock visibility.
vis.SetVisible(true);
vis.LockVisibility = true;
}
}
void OnTriggerExit(Collider other) {
Visibility vis = other.gameObject.GetComponent<Visibility>();
vis.SetVisible(false);
}
}
I'm using triggers so your collider will need to have 'IsTrigger' checked to work.

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