Unity C# Input.GetMouseDown(1) only happening once in update function - c#

so i've been working on some code for a game in Unity and i am using the Input.GetMouseButtonDown(1) function. However, it only works the first time i press the left click in the game and no other times after that. The code for the player controller where it's used is below:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class PlayerController : MonoBehaviour {
public float speed;
public Transform enemy;
public Transform shot;
public GameObject shotObj;
public Text scoreT;
public Text timeT;
public Text roundT;
public float health;
public float damageTaken;
public Vector3 lookPoint;
public float shotSpeed;
private Camera mainCamera;
private int round = 1;
private int tempRound = 0;
private float time = 300;
private bool win = false;
private bool allowShoot;
private EnemyController enemyScript;
private ShotController shotScript;
private bool tempImune = false;
private int targetTime;
private int score = 0;
private int defeatedEnemy = 0;
private GameObject enemyObj;
//coroutine
IEnumerator Pause(float timE)
{
allowShoot = false;
//time since the object was created
float start = Time.realtimeSinceStartup;
//sets the game to slow down to 0 movement
Time.timeScale = 0.0f;
//loops until start up time is less than start time + pause time
while (Time.realtimeSinceStartup < start + timE)
{
//returns null from the subroutine and restarts the subroutine at this point after null (0) time has passed
yield return null;
}
//sets the gamne to be running at normal speed
Time.timeScale = 1.0f;
allowShoot = true;
if (timE == 5.0f)
{
roundT.gameObject.SetActive(false);
}
}
void Start () {
//center mouse
Cursor.lockState = CursorLockMode.Locked;
Cursor.lockState = CursorLockMode.None;
//set camera to be the camera in the scene (should only ever be one camera in the scene)
mainCamera = FindObjectOfType<Camera>();
//set default text values
scoreT.text = "Score: 000000";
timeT.text = "Time Left: 600";
roundT.text = "Round: " + round;
//pause game before first round begins
StartCoroutine(Pause(5.0f));
}
void Update () {
//looka at mouse script
Ray cameraRay = mainCamera.ScreenPointToRay(Input.mousePosition);
Plane ground = new Plane(Vector3.up, Vector3.zero);
float rayLength;
if (ground.Raycast(cameraRay, out rayLength))
{
lookPoint = cameraRay.GetPoint(rayLength);
transform.LookAt(new Vector3(lookPoint.x, transform.position.y, lookPoint.z));
}
//enemy spawner check and win criteria check
if (defeatedEnemy != 45)
{
if (round != tempRound)
{
spawnEnemy();
roundT.gameObject.SetActive(true);
if (round == 5)
{
roundT.text = "Round: " + round + "(Final Round)";
}
else
{
roundT.text = "Round: " + round;
}
StartCoroutine(Pause(5.0f));
}
}
else
{
win = true;
}
//timer and win check
if (health == 0f)
{
win = true;
}
if (!win)
{
time -= Time.deltaTime;
timeT.text = "Time Left: " + time;
}
else
{
if (health == 0f)
{
roundT.gameObject.SetActive(true);
int finalScore = Mathf.RoundToInt(score * ((time / 2) / 10));
roundT.text = "To Bad, You Loose! Score = " + finalScore;
Debug.Log(finalScore);
StartCoroutine(Pause(99999f));
}
else
{
roundT.gameObject.SetActive(true);
int finalScore = Mathf.RoundToInt(score * ((time / 2) / 10));
roundT.text = "Congratulations! Score = " + finalScore;
Debug.Log(finalScore);
}
}
//movement controlls
if (Input.GetKey(KeyCode.W) || Input.GetKey(KeyCode.UpArrow))
{
transform.Translate(new Vector3(0.0f, 0.0f, speed * Time.deltaTime));
}
if (Input.GetKey(KeyCode.A) || Input.GetKey(KeyCode.LeftArrow))
{
transform.Translate(new Vector3(-speed * Time.deltaTime, 0.0f, 0.0f));
}
if (Input.GetKey(KeyCode.S) || Input.GetKey(KeyCode.DownArrow))
{
transform.Translate(new Vector3(0.0f, 0.0f, -speed * Time.deltaTime));
}
if (Input.GetKey(KeyCode.D) || Input.GetKey(KeyCode.RightArrow))
{
transform.Translate(new Vector3(speed * Time.deltaTime, 0.0f, 0.0f));
}
//shoot controll
if (allowShoot)
{
Debug.Log("shot allowed");
if (Input.GetMouseButtonDown(0))
{
//var spawnShot = Instantiate(shot, this.transform.position + new Vector3(0.0f, 0.0f, 0.5f), this.transform.rotation);
//shotScript = shotObj.GetComponent<ShotController>();
//if (shotScript.enemy)
//{
// Debug.Log("enemy found");
// enemyScript = shotScript.enemy.GetComponent<EnemyController>();
// if(enemyScript.health <= 0.0f)
// {
// score += 20;
// defeatedEnemy += 1;
// scoreT.text = "Score: " + score;
// Debug.Log("enemy killed : " + defeatedEnemy);
// }
//}
Debug.Log("mouseDown");
int layermask = 1 << 8;
RaycastHit hit;
if (Physics.Raycast(transform.position, transform.TransformDirection(Vector3.forward), out hit, Mathf.Infinity, layermask))
{
enemyObj = hit.transform.gameObject;
enemyScript = enemyObj.GetComponent<EnemyController>();
Debug.Log("hit");
//hit.transform.SendMessage("HitByRay");
if (enemyScript.health == 0f)
{
Destroy(hit.transform.gameObject);
score += 20;
defeatedEnemy += 1;
scoreT.text = "Score: " + score;
Debug.Log("enemy killed : " + defeatedEnemy);
}
}
}
}
//enemy existance check
if (GameObject.Find("Enemy(Clone)") == null)
{
round = round + 1;
}
if (tempImune)
{
if (Mathf.RoundToInt(time) == targetTime)
{
tempImune = false;
}
}
}
void spawnEnemy()
{
tempRound = round;
for (int i = 1; i <= round * 3; i++)
{
var spawnEnemy = Instantiate(enemy, new Vector3(Random.Range(-14.5f, 14.5f), 0.25f, Random.Range(-6f, 6f)), Quaternion.identity);
}
}
void OnCollisionEnter(Collision col)
{
if (col.gameObject.tag == "Enemy")
{
if (!tempImune)
{
health = health - damageTaken;
Debug.Log(health);
tempImune = true;
targetTime = Mathf.RoundToInt(time) - 1;
}
}
}
}
Any help with this would be greatly appreciated as it's for a school project. Thanks.

You need to call this function from the Update function, since the state gets reset each frame. It will not return true until the user has released the mouse button and pressed it again. button values are 0 for the primary button (often the left button), 1 for secondary button, and 2 for the middle button
using UnityEngine;
using System.Collections;
public class ClassName : MonoBehaviour
{
void Update()
{
if (Input.GetMouseButtonDown(0))
Debug.Log("Pressed primary button.");
if (Input.GetMouseButtonDown(1))
Debug.Log("Pressed secondary button.");
if (Input.GetMouseButtonDown(2))
Debug.Log("Pressed middle click.");
}
}

Related

How to stop player from pushing NPCs while moving

my problem today is simple (two problems if you count the fact that English isn't my first language), yet I can't manage to get a hold of it. I'm trying to make an up down game in c# and I'm trying to improve the movement scripts before working on anything else (since I don't want to resolve major bugs later).
The problem is that as soon as the player comes in contact with the NPC, it should stop moving in its general direction (it can move in 8 directions, using combinations of the W A S D keys). The NPC movement doesn't give any problems, it stops moving as soon as it perceives the player. Instead, when the player collides with the NPC it keeps on moving in that direction pushing it for what feels like half a second before stopping (as it should). So, to summarize, it doesn't immediately stop, which is unnerving since I've tried many things to make it stop (including freezing the position of the NPC but that just made things worse).
Now the codes:
The NPC movement code:
public class NPCFreeMovement : MonoBehaviour
{
public float speed = 2f; //how fast does the npc move
public float maxIdleTime = 3f; //max time the npc spends idling
public float maxChooseTime = 20f; //max time he spends moving
public float chooseDirTime = 0; //if 0, he chooses a direction
//possible directions
readonly Vector3[] directions = {Vector3.down, new Vector3(-0.5f, -0.5f, 0), Vector3.left, new Vector3(-0.5f, 0.5f, 0), Vector3.up,
new Vector3(0.5f, 0.5f, 0), Vector3.right, new Vector3(0.5f, -0.5f, 0)};
public int dir; //current direction
public bool canMove = true; //pretty self explainatory
public bool idle = true; //is the npc idle
public bool chase = false; //is the npc chasing after the player
public Vector3 goTo; //where to go if it's chasing after something
void Start()
{
StartCoroutine(Idle(maxIdleTime));
}
void Update()
{
chase = GetComponent<NPCLookForPlayerScript>().found;
if(canMove && !idle)
{
//move in the chosen direction
transform.position = Vector3.MoveTowards(transform.position, transform.position + directions[dir], Time.deltaTime * speed);
if (chooseDirTime > 0) //decrease movement time
{
chooseDirTime -= Time.deltaTime;
}
else
{
if(chase) StartCoroutine(Idle(0));
else StartCoroutine(Idle(Random.Range(0, maxIdleTime)));
}
}
}
//npc goes idle, then chooses a direction
public IEnumerator Idle(float f)
{
idle = true;
yield return new WaitForSeconds(f);
idle = false;
//here he chooses the direction depending of wether he's roaming or chasing
if (chase)
{
ChooseDirection();
chooseDirTime = maxChooseTime/4;
}
else
{
dir = Random.Range(0, directions.Length);
chooseDirTime = maxChooseTime;
}
}
//chooses a direction to take
void ChooseDirection()
{
Vector3 v = goTo - transform.position; //to check where to go
if (Mathf.Abs(v.x) <= 0.5)
{
if (v.y < 0) dir = 0; //go down
else dir = 4; //go up
}
if (Mathf.Abs(v.y) <= 0.5)
{
if (v.x < 0) dir = 2; //go left
else dir = 6; //go right
}
if (v.x < 0.5 && v.y < 0.5) dir = 1; //go down/left
if (v.x < 0.5 && v.y > 0.5) dir = 3; //go up/left
if (v.x > 0.5 && v.y > 0.5) dir = 5; //go up/right
if (v.x > 0.5 && v.y < 0.5) dir = 7; //go down/right
}
void OnCollisionEnter2D(Collision2D c)
{
if(c.gameObject.tag == "Obstacle") //stop and choose a new direction
{
StartCoroutine(Idle(Random.Range(0, maxIdleTime)));
}
if (c.gameObject.tag == "Player") //stop
{
canMove = false;
}
}
private void OnCollisionExit2D(Collision2D c)
{
if (c.gameObject.tag == "Player") //resume chasing the player
{
canMove = true;
}
}
}
The player's movement script:
public class PlayerFreeMovement : MonoBehaviour
{
public float speed = 2.0f; //movement speed
//where he's facing
public bool up;
public bool down;
public bool left;
public bool right;
public bool idle; //false if a movement button is pressed
public bool canMove = true;
//movement direction
public float dx;
public float dy;
public Vector3 v;
CollisionScript cs; //collision script
void Start()
{
down = true;
cs = GetComponent<CollisionScript>();
}
void Update() //move stickman in the direction of the keys and maintain the direction he's facing with animations
{
dx = 0;
dy = 0;
if (!(Input.GetKey(KeyCode.D) || Input.GetKey(KeyCode.A) || Input.GetKey(KeyCode.W) || Input.GetKey(KeyCode.S))) //check if idle
{
idle = true;
v = new Vector3();
}
else //the player's moving
{
idle = false;
AllFalse();
//set dx and dy
if (canMove && Input.GetKey(KeyCode.D))
{
if(!cs.hitRight) dx = 1;
right = true;
}
if (canMove && Input.GetKey(KeyCode.A))
{
if (!cs.hitLeft) dx = -1;
left = true;
}
if (canMove && Input.GetKey(KeyCode.W))
{
if (!cs.hitUp) dy = 1;
up = true;
}
if (canMove && Input.GetKey(KeyCode.S))
{
if (!cs.hitDown) dy = -1;
down = true;
}
//create the motion vector
v = new Vector3(dx, dy, 0);
if(dx !=0 && dy != 0)
{
v = v / 2;
}
}
//move
transform.position = Vector3.MoveTowards(transform.position, transform.position + v, Time.deltaTime * speed);
}
//avoid bug by deactivating all direction booleans before changing one
void AllFalse()
{
up = false;
down = false;
left = false;
right = false;
}
}
And finally, the collision script used to detect collisions in its path
public class CollisionScript: MonoBehaviour
{
//where is the wall
public bool hitDown= false;
public bool hitLeft = false;
public bool hitRight = false;
public bool hitUp = false;
//gizmos
public float collisionRadius = 0.5f;
public Vector2 downOffset = new Vector2(0, -0.5f);
public Vector2 rightOffset = new Vector2(0, 0.5f);
public Vector2 leftOffset = new Vector2(-0.5f, 0);
public Vector2 upOffset = new Vector2(0, 0.5f);
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
hitDown = Physics2D.OverlapCircle((Vector2)transform.position + downOffset, collisionRadius).gameObject!=gameObject;
hitRight = Physics2D.OverlapCircle((Vector2)transform.position + rightOffset, collisionRadius).gameObject != gameObject;
hitLeft = Physics2D.OverlapCircle((Vector2)transform.position + leftOffset, collisionRadius).gameObject != gameObject;
hitUp = Physics2D.OverlapCircle((Vector2)transform.position + upOffset, collisionRadius).gameObject != gameObject;
}
void OnDrawGizmos()
{
Gizmos.color = Color.red;
Gizmos.DrawWireSphere((Vector2)transform.position + downOffset, collisionRadius);
Gizmos.DrawWireSphere((Vector2)transform.position + rightOffset, collisionRadius);
Gizmos.DrawWireSphere((Vector2)transform.position + leftOffset, collisionRadius);
Gizmos.DrawWireSphere((Vector2)transform.position + upOffset, collisionRadius);
}
}

Unity navmesh ai stuck

I am trying to develop an AI that works with photon networking system, in unity engine. It should be fairly simple: it runs to a random player till it reaches 5 units distance between him and player, then it walk at a slightly slower speed till it reaches the front of the player. Then he attacks. So far so good, but sometimes, the AI get stuck right when it reaches 5 units distance between him and the player. I tried several fixes from the internet, but nothing worked.
Here is the code:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.AI;
[RequireComponent(typeof(NavMeshAgent))]
[RequireComponent(typeof(Rigidbody))]
[RequireComponent(typeof(Animator))]
[RequireComponent(typeof(PhotonView))]
[RequireComponent(typeof(PhotonTransformView))]
public class EnemyAI : Photon.MonoBehaviour {
NavMeshAgent agent;
Animator anim;
PlayerController target;
[Header("Base settings")]
[SerializeField]
float health = 100f, damage, timeBetweenAttacks = 5f;
[Space]
[Header("Enemy Ragdoll")]
[SerializeField]
GameObject ragdoll;
AudioSource emotAud, stepAud;
[Space]
[SerializeField]
[Header("Audio")]
List<AudioClip> attackingAuds;
[Space]
[Header("Sunete pasi")]
[SerializeField]
List<AudioClip> stepAuds;
[Space]
[Header("Alte optiuni")]
[SerializeField]
float distantaLaCareIncepeSaMearga = 5f, walkSpeed = .5f, runSpeed = 3.5f;
bool dead, walking;
PhotonView killer;
float nextAttackTime;
// Use this for initialization
void Start () {
emotAud = gameObject.AddComponent<AudioSource>();
stepAud = gameObject.AddComponent<AudioSource>();
emotAud.spatialBlend = 1;
emotAud.maxDistance = 7;
stepAud.spatialBlend = 1;
stepAud.maxDistance = 7;
emotAud.playOnAwake = false;
stepAud.playOnAwake = false;
dead = false;
target = null;
agent = GetComponent<NavMeshAgent>();
anim = GetComponent<Animator>();
killer = null;
}
// Update is called once per frame
void Update () {
if (photonView.isMine)
{
if (walking)
{
agent.speed = walkSpeed;
}
else
{
agent.speed = runSpeed;
}
if (health <= 0)
{
if (!dead)
{
dead = true;
photonView.RPC("die", PhotonTargets.AllBuffered);
}
}
if (!target)
{
if (!PhotonNetwork.offlineMode)
{
nextAttackTime = (float)PhotonNetwork.room.CustomProperties["remainTime"];
}
else
{
nextAttackTime = 0f;
}
PlayerController[] controllers = FindObjectsOfType<PlayerController>();
int randCh = Random.Range(0, controllers.Length);
if (controllers.Length > 0)
{
target = controllers[randCh];
}
anim.SetFloat("move", 0);
}
else
{
if (Vector3.Distance(transform.position, target.gameObject.transform.position) > 1.8f)
{
if (Vector3.Distance(transform.position, target.gameObject.transform.position) > distantaLaCareIncepeSaMearga)
{
walking = false;
}
else
{
walking = true;
}
anim.SetBool("walking", walking);
anim.SetFloat("move", 1);
//print("Active: " + agent.isActiveAndEnabled + " Pend: " + agent.pathPending + " Has path: " + agent.hasPath);
if (agent.isActiveAndEnabled)
{
if (!agent.pathPending)
{
agent.SetDestination(target.gameObject.transform.position - transform.forward * 1.2f);
}
}
}
else
{
if (!PhotonNetwork.offlineMode)
{
if (nextAttackTime >= (float)PhotonNetwork.room.CustomProperties["remainTime"])
{
anim.SetTrigger("attack");
nextAttackTime -= timeBetweenAttacks;
}
else
{
anim.SetFloat("move", 0);
}
}
else
{
if (nextAttackTime <= 0f)
{
anim.SetTrigger("attack");
nextAttackTime += timeBetweenAttacks;
}
else
{
nextAttackTime -= Time.deltaTime;
anim.SetFloat("move", 0);
}
}
}
}
}
}
void OnDrawGizmosSelected()
{
if (target)
{
Gizmos.color = Color.blue;
Gizmos.DrawSphere(agent.destination, 1);
}
}
[PunRPC]
void die()
{
if (killer)
{
killer.gameObject.GetComponent<PlayerController>().kill();
}
if (attackingAuds.Count > 0)
{
emotAud.clip = attackingAuds[Random.Range(0, attackingAuds.Count - 1)];
emotAud.Play();
}
gameObject.GetComponent<CapsuleCollider>().enabled = false;
Instantiate(ragdoll, transform.position, transform.rotation);
Destroy(this.gameObject);
}
public void attack()
{
if (target && target.health >= 0)
{
if (Vector3.Distance(target.gameObject.transform.position, transform.position) <= 2f)
{
target.doDamage(damage);
if (target.health <= 0)
{
target.photonView.RPC("die", PhotonTargets.All, true);
}
}
}
}
void OnCollisionEnter(Collision col)
{
if (col.gameObject.tag.Contains("Bullet"))
{
killer = col.gameObject.GetComponent<Magic_Bullet>().owner;
target = killer.gameObject.GetComponent<PlayerController>();
photonView.RPC("takeDamage", PhotonTargets.AllBuffered, col.gameObject.GetComponent<Magic_Bullet>().damage);
PhotonNetwork.Destroy(col.gameObject);
}
}
[PunRPC]
void takeDamage(float dmg)
{
health -= dmg;
}
public void step()
{
stepAud.clip = stepAuds[Random.Range(0, stepAuds.Count - 1)];
stepAud.Play();
}
}
What am I doing wrong?
Well there's a hell of if else in your update function which just gives a headache to all of us,
Instead, try implementing a simple FSM using scriptableobject (as unity official tutorials ) or Coroutines which requires hard coding and is not recommended.
https://unity3d.com/learn/tutorials/topics/navigation/finite-state-ai-delegate-pattern

How can i move the player randomly between the waypoints?

What i'm trying to do is once the random flag is true move the player between the waypoints randomly.
but just calling the random method is not enough.
using System.Linq;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
public class Waypoints : MonoBehaviour
{
public GameObject[] waypoints;
public Transform target;
public float moveSpeed = 10f;
public float slowDownSpeed = 3f;
public float reverseSlowDownSpeed = 3f;
public float rotationSpeed = 1f;
private int targetsIndex = 0;
private Vector3 originalPosition;
private GameObject[] players;
public Transform reverseTarget;
private int reverseTargetsIndex = 0;
private Vector3 reverseOriginalPosition;
public bool random = false;
// Use this for initialization
void Start()
{
waypoints = GameObject.FindGameObjectsWithTag("Blocks");
players = GameObject.FindGameObjectsWithTag("Player");
originalPosition = players[0].transform.localPosition;
}
// Update is called once per frame
void Update()
{
if (random == true)
{
RandomWayPointsAI();
}
else
{
WayPointsAI();
}
}
private void WayPointsAI()
{
if (targetsIndex == waypoints.Length)
targetsIndex = 0;
target = waypoints[targetsIndex].transform;
float distance = Vector3.Distance(players[0].transform.position, target.transform.position);
players[0].transform.localRotation = Quaternion.Slerp(players[0].transform.localRotation, Quaternion.LookRotation(target.position - players[0].transform.localPosition), rotationSpeed * Time.deltaTime);
//move towards the player
if (distance < 30)
{
players[0].transform.localPosition += players[0].transform.forward * slowDownSpeed * Time.deltaTime;
}
else
{
players[0].transform.localPosition += players[0].transform.forward * moveSpeed * Time.deltaTime;
}
if (distance < target.transform.localScale.magnitude)
{
targetsIndex++;
}
}
private void ReverseWayPointsAI()
{
if (reverseTargetsIndex == 0)
reverseTargetsIndex = waypoints.Length - 1;
reverseTarget = waypoints[reverseTargetsIndex].transform;
float distance = Vector3.Distance(players[1].transform.position, reverseTarget.transform.position);
players[1].transform.rotation = Quaternion.Slerp(players[1].transform.rotation, Quaternion.LookRotation(reverseTarget.position - players[1].transform.position), rotationSpeed * Time.deltaTime);
//move towards the player
if (distance < 30)
{
players[1].transform.position += players[1].transform.forward * reverseSlowDownSpeed * Time.deltaTime;
}
else
{
players[1].transform.position += players[1].transform.forward * moveSpeed * Time.deltaTime;
}
if (distance < reverseTarget.transform.localScale.magnitude)
{
reverseTargetsIndex--;
}
}
void RandomWayPointsAI()
{
if (random == true)
{
int index = UnityEngine.Random.Range(0, waypoints.Length);
target = waypoints[index].transform;
}
}
void DrawLinesInScene()
{
// draw lines between each checkpoint //
for (int i = 0; i < waypoints.Length - 1; i++)
{
Debug.DrawLine(waypoints[i].transform.position, waypoints[i + 1].transform.position, Color.blue);
}
// draw a line between the original transform start position
// and the current transform position //
Debug.DrawLine(originalPosition, players[0].transform.position, Color.red);
Debug.DrawLine(reverseOriginalPosition, players[1].transform.position, Color.red);
// draw a line between current transform position and the next waypoint target
// each time reached a waypoint.
if (target != null)
Debug.DrawLine(target.transform.position, players[0].transform.position, Color.green);
if (reverseTarget != null)
Debug.DrawLine(reverseTarget.transform.position, players[1].transform.position, Color.green);
}
void AddColliderToWaypoints()
{
foreach (GameObject go in waypoints)
{
SphereCollider sc = go.AddComponent<SphereCollider>() as SphereCollider;
sc.isTrigger = true;
}
}
}
Inside the Update i'm checking if random is true then calling the RandomWayPointsAI(); but it's not moving the player it's just keep picking up each frame a new random waypoint but that's it.
void Update()
{
if (random == true)
{
RandomWayPointsAI();
}
else
{
WayPointsAI();
}
}
Here is your answer. First you are not writing the movement code in the random function and you are expecting it to move.
bool getNextRandom = true;
void RandomWayPointsAI()
{
if (random == true && getNextRandom)
{
int index = UnityEngine.Random.Range(0, waypoints.Length);
target = waypoints[index].transform;
getNextRandom = false;
}
float distance = Vector3.Distance(players[0].transform.position, target.transform.position);
players[0].transform.localRotation = Quaternion.Slerp(players[0].transform.localRotation, Quaternion.LookRotation(target.position - players[0].transform.localPosition), rotationSpeed * Time.deltaTime);
//move towards the player
if (distance < 30)
{
players[0].transform.localPosition += players[0].transform.forward * slowDownSpeed * Time.deltaTime;
}
else
{
players[0].transform.localPosition += players[0].transform.forward * moveSpeed * Time.deltaTime;
}
if (distance < target.transform.localScale.magnitude)
{
getNextRandom = true;
}
}
Further you can imporve the solution by moving the movement code to another function which will give you better control
public GameObject[] waypoints;
public Transform target;
public float moveSpeed = 10f;
public float slowDownSpeed = 3f;
public float reverseSlowDownSpeed = 3f;
public float rotationSpeed = 1f;
private int targetsIndex = 0;
private Vector3 originalPosition;
private GameObject[] players;
public Transform reverseTarget;
private int reverseTargetsIndex = 0;
private Vector3 reverseOriginalPosition;
public bool random = false;
public bool getNextRandom = true;
// Use this for initialization
void Start()
{
waypoints = GameObject.FindGameObjectsWithTag("Blocks");
players = GameObject.FindGameObjectsWithTag("Player");
originalPosition = players[0].transform.localPosition;
}
// Update is called once per frame
void Update()
{
if (random == true)
{
RandomWayPointsAI();
}
else
{
WayPointsAI();
}
}
private void WayPointsAI()
{
if (targetsIndex == waypoints.Length)
targetsIndex = 0;
target = waypoints[targetsIndex].transform;
if (MovePlayer())
targetsIndex++;
}
private void ReverseWayPointsAI()
{
if (reverseTargetsIndex == 0)
reverseTargetsIndex = waypoints.Length - 1;
reverseTarget = waypoints[reverseTargetsIndex].transform;
if (MovePlayer())
reverseTargetsIndex--;
}
void RandomWayPointsAI()
{
if (random == true && getNextRandom)
{
int index = UnityEngine.Random.Range(0, waypoints.Length);
target = waypoints[index].transform;
getNextRandom = false;
}
getNextRandom = MovePlayer();
}
bool MovePlayer()
{
float distance = Vector3.Distance(players[0].transform.position, target.transform.position);
players[0].transform.localRotation = Quaternion.Slerp(players[0].transform.localRotation, Quaternion.LookRotation(target.position - players[0].transform.localPosition), rotationSpeed * Time.deltaTime);
//move towards the player
if (distance < 30)
{
players[0].transform.localPosition += players[0].transform.forward * slowDownSpeed * Time.deltaTime;
}
else
{
players[0].transform.localPosition += players[0].transform.forward * moveSpeed * Time.deltaTime;
}
if (distance < target.transform.localScale.magnitude)
return true;
else
return false;
}
void DrawLinesInScene()
{
// draw lines between each checkpoint //
for (int i = 0; i < waypoints.Length - 1; i++)
{
Debug.DrawLine(waypoints[i].transform.position, waypoints[i + 1].transform.position, Color.blue);
}
// draw a line between the original transform start position
// and the current transform position //
Debug.DrawLine(originalPosition, players[0].transform.position, Color.red);
Debug.DrawLine(reverseOriginalPosition, players[1].transform.position, Color.red);
// draw a line between current transform position and the next waypoint target
// each time reached a waypoint.
if (target != null)
Debug.DrawLine(target.transform.position, players[0].transform.position, Color.green);
if (reverseTarget != null)
Debug.DrawLine(reverseTarget.transform.position, players[1].transform.position, Color.green);
}
void AddColliderToWaypoints()
{
foreach (GameObject go in waypoints)
{
SphereCollider sc = go.AddComponent<SphereCollider>() as SphereCollider;
sc.isTrigger = true;
}
}
If you look at your RandomWayPointsAI() function, it only defines the index and the target but don't have any code below it to move the player.
private void WayPointsAI()
{
if (targetsIndex == waypoints.Length)
targetsIndex = 0;
target = waypoints[targetsIndex].transform;
float distance = Vector3.Distance(players[0].transform.position, target.transform.position);
players[0].transform.localRotation = Quaternion.Slerp(players[0].transform.localRotation, Quaternion.LookRotation(target.position - players[0].transform.localPosition), rotationSpeed * Time.deltaTime);
void RandomWayPointsAI()
{
//No need to check if random is true anymore, you already checked when you run this function
int index = UnityEngine.Random.Range(0, waypoints.Length);
target = waypoints[index].transform;
//float distance = Vector3.Distance(players[0].transform.position, target.transform.position);
//players[0].transform.localRotation = Quaternion.Slerp(players[0].transform.localRotation, Quaternion.LookRotation(target.position - players[0].transform.localPosition), rotationSpeed * Time.deltaTime);**
}

Unity2D no bullet trail while shooting at enemy

https://gyazo.com/0a29918f513316fc4143a5ff76095bd3
This is how it looks visually.
That's my shooting weapon code:
public class Weapon : MonoBehaviour {
public float fireRate = 0;
public float maxDamage = 10;
public LayerMask whatToHit ;
public Transform BulletTrailPrefab;
public Transform MuzzleFlashPrefab;
public Transform HitPrefab;
float timeToSpawnEffect = 0;
public float effectSpawnRate = 10;
float timeToFire = 0;
Transform firePoint;
// Use this for initialization
void Awake () {
firePoint = transform.FindChild("FirePoint");
if(firePoint == null)
{
Debug.LogError("No FirePoint");
}
}
// Update is called once per frame
void Update () {
if(fireRate == 0)
{
if (Input.GetButtonDown("Fire1"))
{
Shoot();
}
}else
{
if(Input.GetButton("Fire1") && Time.time > timeToFire)
{
timeToFire = Time.time + 1 / fireRate;
Shoot();
}
}
}
void Shoot()
{
Vector2 mousePosition = new Vector2(Camera.main.ScreenToWorldPoint(Input.mousePosition).x, Camera.main.ScreenToWorldPoint(Input.mousePosition).y);
Vector2 firePointPosition = new Vector2(firePoint.position.x, firePoint.position.y);
RaycastHit2D hit = Physics2D.Raycast(firePointPosition,mousePosition - firePointPosition,100,whatToHit);
Debug.DrawLine(firePointPosition, (mousePosition - firePointPosition) * 100,Color.cyan);
if(hit.collider != null)
{
Debug.DrawLine(firePointPosition, hit.point, Color.red);
Enemy enemy = hit.collider.GetComponent<Enemy>();
if(enemy != null)
{
enemy.DamageEnemy(Random.Range(maxDamage/2,maxDamage));
// Debug.Log("we hit" + hit.collider.name + " and did: " + maxDamage + " damage");
}
}
if (Time.time >= timeToSpawnEffect)
{
Vector3 hitPos;
Vector3 hitNormal;
if (hit.collider == null)
{
hitPos = (mousePosition - firePointPosition) * 30;
hitNormal = new Vector3(9999, 9999, 9999);
}
else
{
hitPos = hit.point;
hitNormal = hit.normal;
}
Effect(hitPos,hitNormal);
timeToSpawnEffect = Time.time + 1 / effectSpawnRate;
}
}
void Effect(Vector3 hitPos, Vector3 hitNormal)
{
Transform trail = Instantiate(BulletTrailPrefab,firePoint.position,firePoint.rotation) as Transform;
LineRenderer lr = trail.GetComponent<LineRenderer>();
if(lr != null)
{
// Set positions
lr.SetPosition(0, firePoint.position);
lr.SetPosition(1, hitPos);
}
Destroy(trail.gameObject, 0.035f);
if (hitNormal != new Vector3(9999, 9999, 9999))
{
Transform hitParticle = Instantiate(HitPrefab, hitPos, Quaternion.FromToRotation(Vector3.right,hitNormal)) as Transform;
hitParticle.parent = transform.parent;
Destroy(hitParticle.gameObject, 0.3f);
}
Transform clone = Instantiate(MuzzleFlashPrefab, firePoint.position, firePoint.rotation);
clone.parent = firePoint;
float size = Random.Range(0.3f, 0.5f);
clone.localScale = new Vector3(size, size, size);
Destroy(clone.gameObject, 0.02f);
}
}
I've been trying to figure it out what's wrong for hours now. Checked the code just too many times, don't know how to google this problem. Just can't understand why it's hitting everything except that spaceship..
Don't know what other information you might need so tell me if you need something more.

Creating distance in time between objects unity

How would one create time as distance between two objects?
I have a player and an object that has to come towards the player with a speed of 1second, 0.85 seconds, 0.7 seconds and so on. However, I'm unaware of doing this. I have a moving 2D map with the speed of -4 to give the illusion of running upwards:
The red triangle on the picture is the object that needs come towards the player, it also has a speed of -4. I created this motion using Time.deltaTime so I would work in realtime. With this logic I believed I had to put the object 4F away from the player to create a 1second interval (desiredSeconds * speed).
PlayerScript
using UnityEngine;
using System.Collections;
public class PlayerScript : MonoBehaviour {
public GameObject obstacle;
public GameObject player;
public float playerDimensionY;
public bool isRight = true;
public bool inAir = false;
public bool mouseClicked = false;
public int flyingSpeed;
float timeStamp1;
float timeStamp2;
bool runOnce = false;
// Use this for initialization
void Start () {
Vector2 sprite_size = GetComponent<SpriteRenderer> ().sprite.rect.size;
Vector2 spriteScale = transform.localScale;
float sizeAndScaleY = sprite_size.y * spriteScale.y;
float player_local_sprite_sizeY = (sizeAndScaleY / GetComponent<SpriteRenderer> ().sprite.pixelsPerUnit) * 0.5F;
playerDimensionY = player_local_sprite_sizeY;
}
// Update is called once per frame
void Update () {
if (isRight == true && mouseClicked == true) {
transform.position += Vector3.right * flyingSpeed * Time.deltaTime;
} else if (isRight == false && mouseClicked == true) {
transform.position += Vector3.left * flyingSpeed * Time.deltaTime;
}
if (Input.GetMouseButtonDown (0) && inAir == false) {
mouseClicked = true;
inAir = true;
if (isRight == true) {
isRight = false;
} else if (isRight == false) {
isRight = true;
}
}
if (GameObject.FindWithTag ("Obstacle") != null && runOnce == false) {
Debug.Log (string.Format("Spawn time: " + timeStamp1));
runOnce = true;
}
timeStamp1 = Time.fixedTime;
timeStamp2 = Time.fixedTime;
}
void OnCollisionEnter2D(Collision2D coll) {
inAir = false;
mouseClicked = false;
}
void OnTriggerEnter2D(Collider2D collTrig) {
Debug.Log (string.Format ("Trigger time: " + timeStamp2));
}
}
ObstacleScript:
using UnityEngine;
using System.Collections;
public class ObstacleScript : MonoBehaviour {
public float constantSpeed;
public float destroyTime;
public float obstacleDimensionY;
private float selfDestroyTime;
// Use this for initialization
void Awake () {
selfDestroyTime = Time.time + destroyTime;
}
void Start() {
Vector2 sprite_size = GetComponent<SpriteRenderer> ().sprite.rect.size;
Vector2 spriteScale = transform.localScale;
float sizeAndScaleY = sprite_size.y * spriteScale.y;
float obstacle_local_sprite_sizeY = (sizeAndScaleY / GetComponent<SpriteRenderer> ().sprite.pixelsPerUnit) * 0.5F;
obstacleDimensionY = obstacle_local_sprite_sizeY;
}
// Update is called once per frame
void Update () {
transform.position += Vector3.up * constantSpeed * Time.deltaTime;
if (Time.time > selfDestroyTime) {
Destroy (gameObject);
}
}
}
ObstacleSpawn:
using UnityEngine;
using System.Collections;
public class ObstacleSpawn : MonoBehaviour {
public PlayerScript pScript;
public ObstacleScript oScript;
public GameObject player;
public GameObject obstacle;
public float randomSpawnMin;
public float randomSpawnMax;
// Use this for initialization
void Start () {
InvokeRepeating ("Spawn", 2F, Random.Range (randomSpawnMin, randomSpawnMax));
}
// Update is called once per frame
void Update () {
}
void Spawn() {
if (pScript.isRight == true && pScript.inAir == false) {
obstacle.transform.localScale = new Vector3 (-1, 1, 1);
Instantiate (obstacle, player.transform.position + new Vector3 (0.05F, 4F, 0), Quaternion.identity);
} else if (pScript.isRight == false && pScript.inAir == false) {
obstacle.transform.localScale = new Vector3 (1, 1, 1);
Instantiate (obstacle, player.transform.position + new Vector3 (-0.05F, 4F, 0), Quaternion.identity);
}
}
}
However, by using timestamps between obstacle spawn and triggering with the character, I got the result of 0.5 interval instead of 1. Because of this I followed to try making it 8F instead of 4F, which should result in my 1 second interval, but it surprisingly gave a 0.86 interval.
I'm very unaware of what I'm missing, but I feel as there might be a flaw in the way I've set up my deltaTime.
Kind regards.
EDIT - Added code:
using UnityEngine;
using System.Collections;
public class ObstacleSpawn : MonoBehaviour {
public PlayerScript pScript;
public ObstacleScript oScript;
public GameObject player;
public GameObject obstacle;
public float randomSpawnMin;
public float randomSpawnMax;
// Use this for initialization
void Start () {
InvokeRepeating ("Spawn", 2F, Random.Range (randomSpawnMin, randomSpawnMax));
}
// Update is called once per frame
void Update () {
var diff = (player.transform.position - obstacle.transform.position);
diff = diff.normalized;
Vector3 speed = new Vector3 (100 * Time.deltaTime, 100 * Time.deltaTime, 100 * Time.deltaTime);
diff.x *= speed.x;
diff.y *= speed.y;
diff.z *= speed.z;
obstacle.transform.position = obstacle.transform.position + diff;
}
void Spawn() {
if (pScript.isRight == true && pScript.inAir == false) {
obstacle.transform.localScale = new Vector3 (-1, 1, 1);
Instantiate (obstacle, obstacle.transform.position, Quaternion.identity);
} else if (pScript.isRight == false && pScript.inAir == false) {
obstacle.transform.localScale = new Vector3 (1, 1, 1);
Instantiate (obstacle, obstacle.transform.position, Quaternion.identity);
}
}
}
var diff = ( Player.transform.position - RedTriangle.transform.position );
diff = diff.normalized;
var speed = Vector3(1*Time.deltaTime,1*Time.deltaTime,1*Time.deltaTime); // <- speed
diff.x *= speed.x;
diff.y *= speed.y;
diff.z *= speed.z;
RedTriangle.transform.position = RedTriangle.transform.position + diff;
Something like this needs to go in Update of a script. ( it will move the triangle towards the player )

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