I made two scripts. One that'll keep track of the player's health, health bar and cause the screen to flash when the player is damaged. The other script is meant to be placed on any object I wish to do damage to the player, on contact. My problem is, Nothing seems to be doing any damage to the player.
PlayerHealth.cs:
using UnityEngine;
using UnityEngine.UI;
public class PlayerHealth : MonoBehaviour
{
public int currentHealth;
public float flashSpeed = 5;
public Slider healthSlider;
public Color flashColour = new Color(1, 0, 0, 0.1f);
bool isDead;
bool damaged;
private void Awake()
{
currentHealth = 100;
}
private void Update()
{
damaged = false;
}
public void TakeDamage(int amount)
{
damaged = true;
currentHealth -= amount;
healthSlider.value = currentHealth;
}
}
AttackPlayer.cs:
using UnityEngine;
public class AttackPlayer : MonoBehaviour
{
public float timeBetweenAttacks = 0.5f;
public int attackDamage = 10;
GameObject player;
PlayerHealth playerHealth;
float timer;
private void Awake()
{
player = GameObject.FindGameObjectWithTag("Player");
playerHealth = player.GetComponent<PlayerHealth>();
}
private void OnTriggerEnter2D(Collider2D col)
{
if (col.gameObject == player)
{
Attack();
}
}
private void Update()
{
timer += Time.deltaTime;
if(playerHealth.currentHealth <=0)
{
// TODO: add death script here.
}
}
void Attack()
{
timer = 0f;
if(playerHealth.currentHealth > 0)
{
playerHealth.TakeDamage(attackDamage);
}
}
}
The player has a rigidbody2D. The player and damaging objects have Box Collider 2D's on them.
Make sure that the players Collider has isTrigger enabled.
attackDamage is public -> set in the inspector. Make sure it is not 0.
You could use
[Range(1,100)] public int attackDamage = 10;
to automatically clamp the value in the inspector.
A guess but I'ld say your Collider might not be on the GameObject player but probably on one of its children => the condition col.gameObject == player is not true.
Instead of GameObject references rather compare the PlayerHealth (since there is only one) reference like
private void OnTriggerEnter2D(Collider2D col)
{
// gets PlayerHealth component on this or any parent object
var health = col.GetComponentInParent<PlayerHealth>();
if (health == playerHealth)
{
Attack();
}
}
You have
private void Update()
{
damaged = false;
}
public void TakeDamage(int amount)
{
damaged = true;
currentHealth -= amount;
healthSlider.value = currentHealth;
}
I don't know what else should happen on TakeDamage but the value of damaged is resetted in Update so right after it was set by the Trigger because Physics events like OnTriggerEnter are executed before Update (see execution Order).
Hint: Instead of
player = GameObject.FindGameObjectWithTag("Player");
playerHealth = player.GetComponent<PlayerHealth>();
you could also use
playerHealth = FindObjectOfType<PlayerHealth>();
if that component exists only once in your scene.
Or to be more flexible (having multiple Players) all you have to do is change your OnTriggerEnter2D and Attack method to
private void OnTriggerEnter2D(Collider2D col)
{
// gets PlayerHealth component on this or any parent object
var health = col.GetComponentInParent<PlayerHealth>();
if (health != null)
{
Attack(health);
}
}
void Attack(PlayerHealth health)
{
timer = 0f;
if(health.currentHealth > 0)
{
health.TakeDamage(attackDamage);
}
}
So you wouldn't need to get the reference before.
Related
Hey i am making a zombie game and i want everytime the zombie colides with my player it should deal damage every 2 seconds as long as they are colliding it should continue. while not colliding it should stop. what i did is this code bellow and the problem with it is that when i collide with the zombie it does damage once and stops i need to collide with it again for it to deal damage can anyone help so the zombie deals damage as long as they are colliding and the damage should be dealt every 2 seconds, thanks for the help :)
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class PlayerHealth : MonoBehaviour
{
public float Health = 100f;
public bool gameOver;
private Animator playerAnim;
float timeColliding;
// Start is called before the first frame update
private void Start()
{
playerAnim = GetComponent<Animator>();
}
private void Update()
{
if (Health <= 0)
{
playerAnim.SetBool("PlayerDeath", true);
gameOver = true;
}
}
void OnCollisionEnter(Collision collision)
{
if (collision.gameObject.tag == "Enemy")
{
Debug.Log("Enemy started colliding with player.");
this.Health -= 10;
}
}
}
I'm not good at unity, but i think something like this will work. Place all code inside while loop in my code to function in your code called to detect collision. And place isEven outside that function. You can test my code in c# compiler. For example if you replace //reduce health here with Console.WriteLine("reduced"); this code will print reduced every 2 second
public class Program
{
public static void Main()
{
bool isEven = false;
while(true){
var timeSpan = DateTime.Now;
if(timeSpan.Second %2 == 0){
if(isEven == false){
//reduce health here
}
isEven = true;
}
else{
isEven = false;
}
}
}
}
In your code it will look like this:
public class PlayerHealth : MonoBehaviour
{
bool isEven = false;
public float Health = 100f;
public bool gameOver;
private Animator playerAnim;
float timeColliding;
// Start is called before the first frame update
private void Start()
{
playerAnim = GetComponent<Animator>();
}
private void Update()
{
if (Health <= 0)
{
playerAnim.SetBool("PlayerDeath", true);
gameOver = true;
}
}
void OnCollisionEnter(Collision collision)
{
if (collision.gameObject.tag == "Enemy")
{
Debug.Log("Enemy started colliding with player.");
var timeSpan = DateTime.Now;
if(timeSpan.Second %2 == 0){
if(isEven == false){
//reduce health here
this.Health -= 10;
}
isEven = true;
}
else{
isEven = false;
}
}
}
}
I'm making a simple platformer with a rolling ball that rolls around and collects coins to win each level. I'm using Unity's System input from Unity's package manager to help me with controls and key binding and have successfully gotten my ball to roll around with ease and collect coins with a nice UI setup. However, I would like to implement harder levels where the ball jumps. I can not figure out how to make the ball jump. I know there are others ways to go about this but I just can't figure out how to make it work in the system inputs.
(I know an if statement is needed to test if the ball is grounded however again I'm new and still learning)
Gameplay | OnJump in player input is for jumping | KeyBindings
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
using TMPro;
public class PlayerController: MonoBehaviour
{
public float speed = 0;
public bool isGrounded;
public float jumpForce;
public TextMeshProUGUI countText;
public GameObject winTextObject;
private Rigidbody rb;
private int count;
private float movementX;
private float movementY;
// Start is called before the first frame update
void Start()
{
rb = GetComponent<Rigidbody>();
SetCountText();
winTextObject.SetActive(false);
}
private void OnMove(InputValue movementValue)
{
Vector2 movementVector = movementValue.Get<Vector2>();
movementX = movementVector.x;
movementY = movementVector.y;
}
private void onJump(InputValue value)
{
}
void SetCountText()
{
countText.text = "Count: " + count.ToString();
if(count >= 12)
{
winTextObject.SetActive(true);
}
}
private void FixedUpdate()
{
Vector3 movement = new Vector3(movementX, 0.0f, movementY);
rb.AddForce(movement * speed);
}
private void OnTriggerEnter(Collider other)
{
if(other.gameObject.CompareTag("PickUp"))
{
other.gameObject.SetActive(false);
count = count + 1;
SetCountText();
}
}
}
Make sure you create a new tag called Ground and put it on everything you want your player to be able to jump on (the ground).
public float jumpHeight = 5f;
public bool isGrounded;
void Update()
{
if (isGrounded)//Checks if is on ground
{
if (Input.GetButtonDown("Jump"))//If the space is pressed
{
rb.AddForce(Vector3.up * jumpHeight)
}
}
}
void OnCollisionEnter(Collision other)//If touch other object
{
if (other.gameObject.tag == "Ground")//If other object has Ground tag
{
isGrounded = true;
}
}
void OnCollisionExit(Collision other)
{
if (other.gameObject.tag == "Ground")
{
isGrounded = false;
}
}
You can also do if (Input.GetButtonDown("Jump")) as
if (Input.GetKeyDown("space"))
or
if (Input.GetKeyDown(KeyCode.Space))
I'm making a breakout game, and I wanted to add a healthbar that decreases when the ball touches a certain object with the tag "hazard". I have a Game Manager Script, and A Pickup interact script, but with the way I set it up, I'm kind of confused with how to trigger takedamage from my GM script to my pickup script, considering I put my playerhealth elements into my GM script, so I can attach it to empty gameobject call Game Manager, since the actual player isnt in the hierarchy, but instantiated during runtime. I'm hoping I don't have to redo the whole thing just for this purpose. If someone could help me figure this out, I'd appreciate it.
Here's my GM script:
public class GM : MonoBehaviour
{
public int lives = 3;
public int bricks = 20;
public float resetDelay = 1f;
public Text livesText;
public GameObject gameOver;
private GameObject clonePaddle;
public GameObject youWon;
public GameObject bricksPrefab;
public GameObject paddle;
public GameObject deathParticles;
public static GM instance = null;
public int startingHealth = 100;
public int currentHealth;
public Slider healthSlider;
bool isDead;
bool damaged;
void Awake()
{
currentHealth = startingHealth;
TakeDamage(10);
if (instance == null)
instance = this;
else if (instance != this)
Destroy(gameObject);
Setup();
}
public void TakeDamage(int amount)
{
damaged = true;
currentHealth -= amount;
healthSlider.value = currentHealth;
if (currentHealth <= 0)
{
LoseLife();
}
}
public void Setup()
{
clonePaddle = Instantiate(paddle, transform.position, Quaternion.identity) as GameObject;
Instantiate(bricksPrefab, transform.position, Quaternion.identity);
}
void CheckGameOver()
{
if (bricks < 1)
{
youWon.SetActive(true);
Time.timeScale = .25f;
Invoke("Reset", resetDelay);
}
if (lives < 1)
{
gameOver.SetActive(true);
Time.timeScale = .25f;
Invoke("Reset", resetDelay);
}
}
void Reset()
{
Time.timeScale = 1f;
Application.LoadLevel(Application.loadedLevel);
}
public void LoseLife()
{
lives--;
livesText.text = "Lives: " + lives;
Instantiate(deathParticles, clonePaddle.transform.position, Quaternion.identity);
Destroy(clonePaddle);
Invoke("SetupPaddle", resetDelay);
CheckGameOver();
}
void SetupPaddle()
{
clonePaddle = Instantiate(paddle, transform.position, Quaternion.identity) as GameObject;
}
public void DestroyBrick()
{
bricks--;
CheckGameOver();
}
}
And here's my Pickup Script:
public class Pickups : MonoBehaviour {
public float PaddleSpeedValue = 0.5f;
private bool isActive = false;
public float thrust=20f;
public Rigidbody rb;
GameObject player;
private void OnTriggerEnter(Collider other)
{
if (other.tag == "Hazard")
{
isActive = true;
Destroy(other.gameObject);
}
}
}
The Pickups class should not have or store a reference to the player at all (although it is not clear from your question if this is a script attached to the player or attached to something else). Your Game Manager class should. Afterall, it is the class that is responsible for managing the game which includes the player. From there, you can use GetComponent<?>() to access any scripts attached to the player GameObject.
Then as the GM contains a public static reference to itself, any other class can get a reference to the player by doing GM.instance.player as needed, even if the player is created and destroyed several times (as the GM should always have a reference to the current one!)
Presumably the clonePaddle field is the player('s GameObject), all you have to do is make it public.
The playerLife variable doesn't update visibly in the Inspector or the on-screen Health Text, but the Player still dies because the playerLife drops below zero.
I've determined that the Player prefab attached to the Zombie GameObject is solely the Player prefab rather than the in-scene active Player. How do I make it so that the zombies always reference the in-scene active Player rather than the basic Player prefab, by script? (Also, it won't allow me to manually drag the active Player into the Zombie)
Call hierarchy for playerLife
public class Player : MonoBehaviour
{
public RaycastHit hit;
public int gunDamage = 1;
public Zombie zombie;
private float hitForce = 100f;
public float playerLife;
private Vector3 flareLower = new Vector3(0, -0.5f, 0);
void Start()
{
spawnPoints = playerSpawnPoint.GetComponentsInChildren<Transform>();
playerLife = 200;
}
void Update() //T-toggle
{
if (Input.GetButton("Fire1"))
{
LazerBeam();
}
if (reSpawn != lastToggle)
{
ReSpawn();
reSpawn = false;
}
else
lastToggle = reSpawn;
}
public void Life (float damage)
{
playerLife -= damage;
if (playerLife <=0)
{
playerLife = 100;
SceneManager.LoadScene(2);
}
}
}
public class Zombie : MonoBehaviour
{
public int currentHealth;
public Player player;
public PlayerLifeCollider playerCollider;
private int damage;
public void Damage(int damageAmount)
{
currentHealth -= damageAmount;
if (currentHealth <= 0)
{
PlayerLifeCollider.instance.ObjectsInRange.Remove(gameObject);
DestroyZombie();
}
}
public void DestroyZombie()
{
Destroy(gameObject);
// gameObject.SetActive(false);
}
public void DamagePlayer(float damage)
{
player.Life(damage);
}
}
As you said, the problem is that you are not referencing the Player object on your scene, but a prefab one. To avoid that, you can add a Start function to the Zombie script and ask to look for what should be the only Player instance in the scene. For this, you can use the FindObjectOfType function:
void Start()
{
player = FindObjectOfType<Player>();
}
Considering you will only have one Player script in your entire scene, what you can also do is to save in your Player class a static reference to your Player instance.
public class Player : MonoBehaviour
{
private static Player _instance;
public static Player Instance
{
get
{
if (_instance == null)
{
_instance = FindObjectOfType<Player>();
}
return _instance;
}
}
// Reset of your class
}
You can then get this reference in your Zombie script:
public class Zombie : MonoBehaviour
{
static Player player;
void Start()
{
if(player == null)
{
player = Player.Instance;
}
}
// Rest of your class content
}
This way, you will only have one call to the FindObjectOfType function instead of once per object using the Zombie script.
public void Damage(int damageAmount)
{
currentHealth -= damageAmount;
print(currentHealth);// will show in terminal if thats what you are asking
if (currentHealth <= 0)
{
PlayerLifeCollider.instance.ObjectsInRange.Remove(gameObject);
DestroyZombie();
}
}
I am new at Unity. I have successfully made a player can shoot a bullet to the enemy depends on the current wave, and I make where the enemy have it is own life depends on the current wave multiply with certain value. If the enemy life is 0, the enemy dies. But, the problem is: for example there are 2 enemies on the scene and the enemy life is 5 and the player start shooting the first enemy until the enemy life decreases to 2, when the player start shooting the second enemy, the enemy life is not 5 anymore, but it is 2 until one of the 2 cubes is dead and the enemy life reset to 5.
How can I solve this problem?
Here is the bullet script:
public class BulletManager : MonoBehaviour
{
private ScoreManager scoreManager;
private PlayerController playerController;
private EnemyManager enemyManager;
public int bulletPower;
private void Start()
{
scoreManager = GameObject.Find("Game Manager").GetComponent<ScoreManager>();
playerController = GameObject.Find("Character").GetComponent<PlayerController>();
enemyManager = GameObject.Find("Game Manager").GetComponent<EnemyManager>();
bulletPower = playerController.currentWave;
}
private void OnTriggerEnter(Collider col)
{
if (col.gameObject.tag == "Enemy")
{
enemyManager.enemyLife -= bulletPower;
if (enemyManager.enemyLife <= 0)
{
scoreManager.Points += (2 * playerController.currentWave);
enemyManager.enemyLife = playerController.currentWave * 5;
Destroy(col.gameObject);
}
}
}
}
And here is the enemy script:
public class EnemyManager : MonoBehaviour
{
private ScoreManager scoreManager;
private SoundManager soundManager;
private PlayerController playerController;
public int enemyLife;
private void Start()
{
scoreManager = GameObject.Find("Game Manager").GetComponent<ScoreManager>();
soundManager = GameObject.Find("Game Manager").GetComponent<SoundManager>();
playerController = GameObject.Find("Character").GetComponent<PlayerController>();
enemyLife = playerController.currentWave * 5;
}
private void Update()
{
if (playerController.life <= 0)
{
Invoke("Restart", 1);
}
}
private void OnTriggerEnter(Collider col)
{
if (col.gameObject.tag == "Bullet")
{
soundManager.PlaySound("Enemy Dead");
Destroy(col.gameObject);
}
else if (col.gameObject.tag == "Destroyer")
{
playerController.life--;
}
}
private void Restart()
{
scoreManager.SendToHighScore();
Application.LoadLevel(0);
}
}
The problem is that all of your enemies use the EnemyManager class to manage their health. What your code does is count the amount of hits on all enemies and then destroys the last one that was hit. My suggestion is to add an EnemyStats class to manage stats specific to each enemy (name of the enemy, the amount of damage they can do, weapon graphics, sound effects, the skys the limit). I hate to give you the answer right off the bat (or at least a basic one) since this is a good learning opportunity but here is a basic script that should do what you need and the changes you need to make to your BulletManager script.
EnemyStats.cs (Attach to the enemies game object)
public class EnemyStats : MonoBehaviour
{
public int currentHealth;
public int maxHealth;
public float increasePerWave;
public int bulletPower;
// use a negative value for healing
public void ReduceHealth(int damage)
{
currentHealth -= damage;
}
public bool IsDead()
{
return currentHealth <= 0;
}
public int GetDamage()
{
return bulletPower;
}
/// Restores enemy to their max health for the current wave. Call this after creating an spawning.
public void RestoreHealth(int wave)
{
currentHealth = (int)(maxHealth * increasePerWave * (wave + 1));
}
}
BulletManager update
private void OnTriggerEnter(Collider col)
{
if (col.gameObject.tag == "Enemy")
{
EnemyStats stats = col.GetComponent<EnemyStats>();
if (stats)
{
stats.ReduceHealth(bulletPower);
if (stats.IsDead())
{
scoreManager.Points += (2 * playerController.currentWave);
Destroy(col.gameObject);
}
}
}
}