I'm pretty new to coding, been learning for the past year and I'm currently working on an assignment for school and i can't figure out this bit of code for the love of my life.
I have an item that when the player interacts with it, executes this:
void Update ()
{
if (isPlayerNear && Input.GetKeyDown(KeyCode.E) && Avatar.strenghtAttribute >= 2f)
{
levelUp.LevelUp();
Destroy(gameObject);
}
My level up function is basically this:
public void LevelUp()
{
playerLevelText.text = ("You have gained a level!");
strenghtAttribute++;
intellectAttribute++;
playerLevel++;
}
I'm trying to figure out how to make playerLevelText.Text appear on the screen but only appear for a few seconds and I can't figure out how to make that work. Would anyone be kind enough to give me a hand?
You could either set the text to be blank, or enable/disable the text object. I'd recommend using a coroutine for this.
void Update ()
{
if (isPlayerNear && Input.GetKeyDown(KeyCode.E) && Avatar.strenghtAttribute >= 2f)
{
levelUp.InitializeLevelUp());
Destroy(gameObject);
}
Since you are destroying the gameobject calling the coroutine, the coroutine will stop. A workaround is to call a normal function in your other script, which then calls the coroutine, so execution stays within the one script (there might be a cleaner way to do this).
public void InitializeLevelUp()
{
StartCoroutine(LevelUp());
}
public IEnumerator LevelUp()
{
playerLevelText.text = ("You have gained a level!");
strenghtAttribute++;
intellectAttribute++;
playerLevel++;
yield return new WaitForSeconds(2f);
playerLevelText.text = "";
//alternatively, set the text object inactive
}
Related
I have a joystick display picture for my game. Currently, when the player touches the screen the image disappears and when the player is not touching the screen, it reappears. I wrote that using an if else statement.
if (indicator.inputIndicator.x != 0)
{
joystick.SetActive(false);
}
else
{
joystick.SetActive(true);
}
The problem is, I want the image to reappear after some time like 2 seconds. I want to delay the "else", but I do not want to use a coroutine. I want "else" to work after 2 seconds since the player takes his hand off the screen but I couldn't figure out how to do it. any help will be great.
Setting a timer is a pretty common problem you have to solve in Unity. One basic approach is to have a variable that you add Time.deltaTime every update. That way you can tell how long it has been since some condition was met.
Every Update iteration that meets the condition, add Time.deltaTime to the variable. If at some point the condition fails, reset the variable to 0. Then you can just base your joystick.SetActive() call on the value of your variable.
For example, your script might become:
float thresholdTimeToShowPrompt = 2;
// By starting at the threshold, the image is hidden at the start until a touch
float timeSincePlayerTouch = 2;
void Update()
{
// Rather than calling SetActive directly, just update the timer
if (indicator.inputIndicator.x != 0)
{
timeSincePlayerTouch = 0;
}
else
{
timeSincePlayerTouch += Time.deltaTime;
}
// Now we can base visibility on the time since the last user touch
bool shouldShowIcon = timeSincePlayerTouch >= thresholdTimeToShowPrompt;
// Only call SetActive when needed, in case of overhead
if (shouldShowIcon && !joystick.activeSelf)
{
joystick.SetActive(true);
}
else if (!shouldShowIcon && joystick.activeSelf)
{
joystick.SetActive(false);
}
}
Since I am still very beginner question maybe dumb but I am really cant find any solution. I am creating 3rd person adventure game and trying to implement enemy attack. The problem is that I cannot implement it in a way that enemy do damage only once during attack animation. In my code alreadyAttacked bool is changing to false only when the transitions between animations happens. However I want to reset this value everytime when the attack animation starts or finish.
void FixedUpdate()
{
playerInSightRange = Physics.CheckSphere(transform.position, sightRange, playerMask);
playerInAttackRange = Physics.CheckSphere(transform.position, attackRange, playerMask);
if (!playerInSightRange && !playerInAttackRange) Patroling();
if (playerInSightRange && !playerInAttackRange) Chasing();
if (playerInSightRange && playerInAttackRange) Attacking();
}
private void Attacking()
{
animator.SetInteger("Condition", 2);
agent.SetDestination(player.position);
if (animator.GetCurrentAnimatorStateInfo(0).normalizedTime > 0.4f
&& animator.GetCurrentAnimatorStateInfo(0).normalizedTime < 0.6f
&& alreadyAttacked == false)
{
player.GetComponent<Health>().healthValue -= damage / 100f;
alreadyAttacked = true;
}
if (animator.GetCurrentAnimatorStateInfo(0).normalizedTime > 0.7f )
{
alreadyAttacked = false;
}
}
You might rather want to look into Animation Events.
Without having to query states from the Animator you can rather simply invoke certain events directly from your animation state itself!
Simply rather make it
public void CauseDamage()
{
if(player) player.GetComponent<Health>().healthValue -= damage / 100f;
}
and then in your animation itself add an Event
and select the method you want to call in the Event's inspector.
Then everytime your animation passes that key frame the event will be Invoked exactly once.
How would you find the time since a certain variable was changed? Take for example a boolean variable, how would you find the time since it was last changed? I want to use the boolean variable as a trigger (activating the trigger when it's true), but only after an exact, constant time (such as 0.5s) has passed since it was changed to true (it can only be changed from false to true).
Here is the code I have:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class hitRegistration : MonoBehaviour
{
AudioSource hitSound;
private bool hitState = false;
// Use this for initialization
void Start()
{
hitSound = gameObject.GetComponent<AudioSource>();
}
void OnMouseOver()
{
Debug.Log("Mouse is over game object.");
if (Input.GetKey(KeyCode.X) && hitState == false)
{
hitSound.Play();
hitState = true;
}
}
private void OnMouseExit()
{
Debug.Log("Mouse is no longer over game object.");
if (hitState == true)
{
// sound clip gets cut if the cursor leaves before its finished.
Destroy(gameObject);
}
}
// Update is called once per frame
void Update()
{
}
}
"OnMouseOver()" Is simply a function that is called when the mouse is placed over the game object in question. I want to delay destroying the game object until a certain time has passed.
First off, as noted in a comment, you are probably trying to solve this problem the wrong way and you are probably asking an "XY" question -- a question where you are asking a question about a proposed bad solution instead of asking a question about the actual problem you face.
To answer the question you actually asked, for better or worse: there is no way to associate behaviours with reading or writing a variable in C#, but you can associate behaviours with a property:
private bool hitState; // The "backing store".
private bool HitState
{
get
{
return hitState;
}
set
{
hitState = value;
}
}
You would then use HitState rather than hitState throughout the rest of your class.
Now you can add whatever logic you want that happens when the property is read or written:
private DateTime hitStateTime = default(DateTime);
private bool hitState; // The "backing store".
private bool HitState
{
get
{
return hitState;
}
set
{
hitState = value;
hitStateSet = DateTime.Now;
}
}
Now you know when it was set. And so on.
Unless you really need to keep track of how much time has passed on each single frame, one way to do what you are asking for is to use Unity Coroutines.
A coroutine is a method that runs in parallel with the main thread. To solve your question, you can first create a coroutine in the same script, that waits and then does the thing you want to have delayed. A couroutine in Unity is a method that takes up to one parameter and has an IEnumerator return type. You use yield return WaitForSeconds(t); inside the coroutine to have it delay for t seconds.
Then, once it's time to die, check if the mouse is currently hovering over the object with isHovered (set in your OnMouseOver/OnMouseExit methods). If it is, keep a note that it's time to die. If it isn't, then it can die immediately.
IEnumerator WaitToDie(float delaySeconds)
{
yield return new WaitForSeconds(delaySeconds);
// If the mouse is on the object, let OnMouseExit know we're ready to die
if (isHovered)
{
readyToDie = true;
}
// Otherwise, just die
else
{
Destroy(gameObject)
}
}
And then inside your OnMouseOver code, run the coroutine after starting the sound
void OnMouseOver()
{
isHovered = true;
Debug.Log("Mouse is over game object.");
if (Input.GetKey(KeyCode.X) && !hitState)
{
hitState = true;
hitSound.Play();
// we want to delay for half a second before processing the hit.
float delaySeconds = 0.5;
IEnumerator coroutine = WaitToDie(delaySeconds);
StartCoroutine(coroutine);
}
}
And in your OnMouseExit, let everything know that you're done hovering and check if it's past time to die or not.
private void OnMouseExit()
{
isHovered = false;
Debug.Log("Mouse is no longer over game object.");
if (readyToDie) {
Destroy(gameObject);
}
}
Altogether this code will have the object die when both the mouse is off the object AND the time has elapsed.
As a sidenote, I think you might want to revisit how you are checking for a hit, unless your really want to trigger from the player holding X and then moving the mouse over the object. If you intend to trigger any time X is pressed down while the mouse is on top, you might want to put the check in Update and check Input.GetKey(KeyCode.X) && !hitState && isHovered
keep a seperate variable(DateTime) and call it lastUpdate. then be sure to set it to DateTime.Now, each time the bool you're tracking is updated. then when you need to see how long its been you can just subtract:
DateTime lengthOfTime = DateTime.Now-lastUpdate;
from lengthOfTime you can now access how many days, hours, minutes, and/or seconds have passed.
im on my phone so take it easy on my pseudo-code.
good luck
I'm creating a Pop up menu Option in Unity. Now my Problem here is that the coroutine i made in void update is being called so many times. What i mean by that is on my Unity Console the Debug.Logs are incrementing . It should not right because its already coroutine. Could some help me understand more coroutine and help me solve my little problem .
Here is my code:
[SerializeField]
GameObject Option;
[SerializeField]
Button btn,btn2;
[SerializeField]
GameObject open, close;
[SerializeField]
GameObject[] opt;
bool startFinding = false;
void Start()
{
Option.SetActive(false);
Button popUp = btn.GetComponent<Button>();
Button popUp2 = btn2.GetComponent<Button>();
popUp.onClick.AddListener(PopUpOption);
popUp2.onClick.AddListener(ClosePopUp);
}
void Update()
{
if (startFinding)
{
StartCoroutine(GameOptions());
}
}
IEnumerator GameOptions()
{
//Get All the tags
opt = GameObject.FindGameObjectsWithTag("MobileOptions");
if (opt[0].GetComponent<Toggle>().isOn == true && opt[1].GetComponent<Toggle>().isOn == true)
{
Debug.Log("Disable first the check box then choose only 1 option between" + "'rendering'"+ "and" + "'livestreaming'");
}
//Livestreaming
if (opt[0].GetComponent<Toggle>().isOn == true)
{
Debug.Log("Livestreaming Activate");
} else
{
Debug.Log("Livestreaming Deactivate");
}
//Rendering
if (opt[1].GetComponent<Toggle>().isOn == true)
{
Debug.Log("Rendering Activate");
} else
{
Debug.Log("Rendering Deactivate");
}
//Fog
if (opt[2].GetComponent<Toggle>().isOn == true)
{
Debug.Log("Fog Activated");
} else
{
Debug.Log("Fog Deactivated");
}
//Camera Effect
if (opt[3].GetComponent<Toggle>().isOn == true)
{
Debug.Log("Camera Effect Activated");
} else {
Debug.Log("Camera Effect Deactivated");
}
yield return null;
}
void PopUpOption()
{
startFinding = true;
//Disable The Mobile Option Button
open.SetActive(false);
//Enable the Close Option Button
close.SetActive(true);
//activate the Mobile Options
Option.SetActive(true);
}
void ClosePopUp()
{
startFinding = false;
//eanble the mobile option button
open.SetActive(true);
//disable the close option button
close.SetActive(false);
//deactivate the Mobile Option
Option.SetActive(false);
}
Here is how coroutines work:
Let's say I have a couroutine function called MyRoutine (in your case, you called it GameOptions)
private IEnumerator MyRoutine()
Then, anywhere in my code, calling
StartCoroutine(MyRoutine));
Is going to simply call MyRoutine like any usual method. So if you call it in update, it will be called all the time, as any method would. This is not what you want. What make coroutines special is that you can use the yield keyword in them. There are many ways to use it but the most used (and simple) one is to do yield return null
yield return null means "Stop this coroutine, but resume the execution on next frame". You don't need to call any other function (certainly not StartCoroutine). The execution will resume next frame.
To go back to what you posted in your question, you wrote yield return null at the end. So your method is executing, and just at the end, stops and resumes next frame, but since there is nothing left to do, it exits on the next frame.
A typical way to use coroutines is to have the yield return null in a while loop, so when it resumes, it continues the loop. Here is an example that do it
private IEnumerator MyRoutine()
{
while(running) //running is a member bool that you could set to false to exit
{
// Do all the stuff you want to do in ONE frame
// ...
yield return null;
}
}
Typically, the StartCoroutine would be called in the Start() function, or later when an event is triggered.
If you want to know more about coroutine, or check that you understood them properly, check out this page: https://docs.unity3d.com/Manual/Coroutines.html
or this video https://unity3d.com/learn/tutorials/topics/scripting/coroutines
// Edit: quickly present one useful option
In the snippet above, the while loop is very similar to the Update function (the inside of the loop is executed each frame). One nice option is to replace
yield return null
by
yield return new WaitForSeconds(waitTime)
where waitTime is a the time you want to wait before resuming, in seconds
// End of edit
Do not use StartCoroutine() in the Update method. Call it in another method and use a while loop inside your coroutine function if needed. Just control your StartCoroutine() outside of Update method
Update is called every frame, if your condition is ever true, you launch your coroutine every frame.
Just set down your flag to only join 1 time.
void Update()
{
if (startFinding)
{
startFinding = false;
StartCoroutine(GameOptions());
}
}
Currently I'm simply trying to change the sprites candle from unlit to lit when the player has 'picked up' both the candle and the matches and the candle will 'go out' after a certain amount of time. However, when the space bar is pressed the transition from unlit to lit isn't occurring, even though the debug log is returning true when it should. I'm posting here to get some guidance as I have spent most of the day looking online and literally have no idea how to proceed.
Basically the images I am trying to transition between are two different images which are in the sprites folder under assets.
This is what I've got so far.
//the two sprites transition
public Sprite unlitCandle;
public Sprite litCandle;
private SpriteRenderer spriteRenderer;
bool pickUpMatches = false;
bool pickUpCandle = false;
float timeRemaining =5;
bool candleLit = false;
// Use this for initialization
void Start () {
spriteRenderer = GetComponent<SpriteRenderer>();
if (spriteRenderer.sprite == null)
spriteRenderer.sprite = unlitCandle;
}
// Update is called once per frame
private void OnTriggerEnter2D(Collider2D collision)
{
if(collision.gameObject.CompareTag("Matches"))
{
collision.gameObject.SetActive(false);
pickUpMatches = true;
}
if (collision.gameObject.CompareTag("UnlitCandle"))
{
collision.gameObject.SetActive(true);
pickUpCandle = true;
}
}
public void CandleTimer()
{
if (candleLit == true)
{
timeRemaining = 5;
timeRemaining -= Time.deltaTime;
if (timeRemaining <= 0)
{
candleLit = false;
spriteRenderer.sprite = unlitCandle;
}
}
}
public void ChangeSprite()
{
if (spriteRenderer.sprite == unlitCandle)
{
spriteRenderer.sprite = litCandle;
}
}
void Update () {
if (pickUpCandle == true && pickUpMatches == true)
{
//Debug.Log(candleLit);
if (Input.GetKey(KeyCode.Space) && !candleLit)
{
CandleTimer();
ChangeSprite();
Debug.Log(timeRemaining);
candleLit = true;
//Debug.Log(candleLit);
}
}
}
}
Try comparing with a method like equals() instead of == in
spriteRenderer.sprite == unlitCandle
Because right now you are just comparing references and not the objects.
At least I think thats the problem.
There are a few possible issues with your code. First, you are calling changeSprite at the top of Update, which means that it is unconditionally being called every frame. Therefore, after a single frame of your candle being unlit, it will immediately change its sprite to litCandle.
I assume that the reason you are calling changeSprite every frame is in order to process the timer if you have a lit candle already. Really, you should move the code to process the timer (your whole second if statement in changeSprite) to a separate function and name it something like processCandleTimer. Call that at the top of Update and save the changeSprite method to only be called on the keypress.
Lastly, the issue that I suspect is giving you the most trouble is that you aren't resetting your timer, timeRemaining. The first time you light the candle the timer will go down to 0 after the 5 seconds pass. Every time changeSprite is run after that, you will change the sprite to litCandle in the first if statement and then immediately change it back to unlitCandle because the timer is 0 in the second. To remedy this, you need to add a line like timeRemaining = 5.0f; when the key is hit.