Unity on trigger enter can't play animation - c#

I'm a noob at c# in unity. I've been trying to trigger an animation "hit" when a rigid body enters a box collider set to Is Trigger. I have the animation clip, and the console shows me that I have "Entered Trigger". I can't seem to get my animation clip to play once this happens. By the way this is regarding 3D models. Can anyone help?
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class newAttack : MonoBehaviour {
public GameObject tiger;
public AnimationClip attack;
private Animation myAnimation;
/* IEnumerator Wait()
{
myAnimation = GetComponent<Animation>();
myAnimation.Play(attack.name);
yield return new WaitForSeconds(3);
}
*/
void OnTriggerEnter(Collider other)
{
Debug.Log("Entered Trigger");
myAnimation = GetComponent<Animation>();
myAnimation.Play(attack.name);
// StartCoroutine(Wait());
}
// Use this for initialization
// Update is called once per frame
void Update () {
}
}

You can try to use the Animator and play the name of the animation (present in the animator).
The code would like:
myAnimation = GetComponent<Animator>();
myAnimation.Play(attack.name);
Ref: https://docs.unity3d.com/ScriptReference/Animator.Play.html

Related

Unity 2D: Making the Player Gameobject Reactivate after being turned off

I can't get the Player Gameobject to reappear. The player deactivates the moment the Timeline starts when they touch the box collider, but the player never reactivates. I have tried using Player.SetActive(true) in the coroutine and even using an Invoke method with no luck. Any ideas on how to fix this? Please help.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Playables;
public class TimelineTrigger : MonoBehaviour
{
// calling items for Unity
public PlayableDirector timeline;
public GameObject Player;
public GameObject CutsceneCollider;
public GameObject CutsceneMC;
// Start is called before the first frame update
void Start()
{
// calls the playable director and turns off the MC for the scene
timeline = timeline.GetComponent<PlayableDirector>();
CutsceneMC.SetActive(false);
}
void Update()
{
Player = GameObject.FindGameObjectWithTag("Player");
}
private void EnableAfterTimeline()
{
Player = GameObject.FindGameObjectWithTag("Player");
Player.SetActive(true);
}
public void OnTriggerEnter2D (Collider2D col)
{
if (col.CompareTag("Player"))
{
// plays the cutscene and starts the timer
timeline.Play();
Player.SetActive(false);
Invoke("EnableAfterTimeline", 18);
CutsceneMC.SetActive(true);
StartCoroutine(FinishCut());
}
IEnumerator FinishCut()
{
// once the cutscene is over using the duration, turns off the collider and the MC.
yield return new WaitForSeconds(17);
CutsceneMC.SetActive(false);
CutsceneCollider.SetActive(false);
}
}
}
The issue here is that coroutines in Unity can't be run on inactive GameObjects, so FinishCut never gets executed.
This can be worked around by having a separate MonoBehaviour in the scene to which the responsibility of running a coroutine can be off-loaded. This even makes it possible to start static coroutines from static methods.
using System.Collections;
using UnityEngine;
[AddComponentMenu("")] // Hide in the Add Component menu to avoid cluttering it
public class CoroutineHandler : MonoBehaviour
{
private static MonoBehaviour monoBehaviour;
private static MonoBehaviour MonoBehaviour
{
get
{
var gameObject = new GameObject("CoroutineHandler");
gameObject.hideFlags = HideFlags.HideAndDontSave; // hide in the hierarchy
DontDestroyOnLoad(gameObject); // have the object persist from one scene to the next
monoBehaviour = gameObject.AddComponent<CoroutineHandler>();
return monoBehaviour;
}
}
public static new Coroutine StartCoroutine(IEnumerator coroutine)
{
return MonoBehaviour.StartCoroutine(coroutine);
}
}
Then you just need to tweak your code a little bit to use this CoroutineHandler to run the coroutine instead of your inactive GameObject.
public void OnTriggerEnter2D (Collider2D col)
{
if (col.CompareTag("Player"))
{
// plays the cutscene and starts the timer
timeline.Play();
Player.SetActive(false);
Invoke("EnableAfterTimeline", 18);
CutsceneMC.SetActive(true);
CoroutineHandler.StartCoroutine(FinishCut()); // <- Changed
}
IEnumerator FinishCut()
{
// once the cutscene is over using the duration, turns off the collider and the MC.
yield return new WaitForSeconds(17);
CutsceneMC.SetActive(false);
CutsceneCollider.SetActive(false);
}
}
If you have only one Player instance and it's accessible from the start, you'd better set it once in the Start method.
void Start()
{
// calls the playable director and turns off the MC for the scene
timeline = timeline.GetComponent<PlayableDirector>();
CutsceneMC.SetActive(false);
Player = GameObject.FindGameObjectWithTag("Player");
}
void Update()
{
}
private void EnableAfterTimeline()
{
Player.SetActive(true);
}

Unity clone won't appear

I'm new to coding and i'm trying to spawn a clone of a ball in unity, but it won't appear.
It does spawn at the spawn point but it doesn't appear.
Here is my code:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GameController : MonoBehaviour
{
public GameObject ball;
public Transform spawnPoint;
// Start is called before the first frame update
void Start()
{
SpawnBall();
}
// Update is called once per frame
void Update()
{
}
void SpawnBall()
{
Instantiate(ball, spawnPoint.position, Quaternion.identity);
}
}
Edit: it's a 3d game and the mesh renderer is enabled.
Okay nevermind: i just redid the ball and it worked.
¯_(ツ)_/¯

W, A,S, D movement in Unity, don't know how to use new funtions

Hello i have a problem with animation controller script used to play animations depending on which key is pressed
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class AnimationController : MonoBehaviour
{
function UpdateAnimations()
{
if (Input.GetKeyDown(KeyCode.W))
{
animation.CrossFade("goup");
}
else if (Input.GetKeyDown(KeyCode.A))
{
animation.CrossFade("goleft");
}
else if (Input.GetKeyDown(KeyCode.D))
{
animation.CrossFade("goright");
}
else if (Input.GetKeyDown(KeyCode.S))
{
animation.CrossFade("godown");
}
}
void Start()
{
}
// Update is called once per frame
void Update()
{
UpdateAnimations();
}
It says that "Component.animation" is too old, and i should use GetComponent but i don't know how to
First of all you most probably mean void instead of function as your code is in c# not unityscript (which is also long deprecated by now)
And then Yes, how old is that code you got there? The direct accesses to things like Component.animation, Component.renderer, Component.camera were deprecated years ago ^^
As the error already tells you rather use e.g. Component.GetComponent like e.g.
public class AnimationController : MonoBehaviour
{
// Reference this via the Inspector in Unity
// via drag and drop. Then you don't need GetComponent at all
[SerializeField] private Animation _animation;
private void Awake()
{
// or as fallback get it on runtime
if(!_animation) _animation = GetCompoenent<Animation>();
}
// Update is called once per frame
private void Update()
{
UpdateAnimations();
}
private void UpdateAnimations()
{
if (Input.GetKeyDown(KeyCode.W))
{
_animation.CrossFade("goup");
}
else if (Input.GetKeyDown(KeyCode.A))
{
_animation.CrossFade("goleft");
}
else if (Input.GetKeyDown(KeyCode.D))
{
_animation.CrossFade("goright");
}
else if (Input.GetKeyDown(KeyCode.S))
{
_animation.CrossFade("godown");
}
}
}
How have you defined "animation" in your code?
you could try adding animation reference in the top of the code:
private Animation animation;
and in your Start() or Awake() method, add:
// will add reference to the animation to be the Animation component
// in this GameObject
animation = GetComponent<Animation>();

Unity (C#) - How do I single out GameObject being detected by Raycast in a destroy / respawn system

I'm trying to make a Destroy gameobject, wait x seconds, respawn gameobject system. I have 2 scripts and I'm destorying then instantiating it again. I want to use multiples of the same prefab called "Breakable" but have only the one I'm aiming at being destroyed. Similar to games like Minecraft, aim and only the aimed at the block is destroyed.
BlockBreakItem script:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BlockBreakItem : MonoBehaviour
{
RaycastHit hit;
int layerMask = 1;
public GameObject breakableObject;
public bool isObjectDestoryed = false;
public int score = 0;
// Update is called once per frame
void Update()
{
breakableDetection();
}
void breakableDetection()
{
Ray rayLocation = Camera.main.ScreenPointToRay(Input.mousePosition);
if (Physics.Raycast(rayLocation, out hit, 1000, layerMask))
{
print("Detected");
if (Input.GetKey(KeyCode.Mouse0))
{
breakableObject = GameObject.Find("Breakable");
Destroy(breakableObject);
isObjectDestoryed = true;
score = score +1 ;
}
}
}
}
RespawnBrokenObject script:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class RespawnBrokenObject : MonoBehaviour
{
private BlockBreakItem BlockBreakItem;
public GameObject breakablePrefab;
// Start is called before the first frame update
void Start()
{
BlockBreakItem = GameObject.FindObjectOfType<BlockBreakItem>();
}
// Update is called once per frame
void Update()
{
if (BlockBreakItem.isObjectDestoryed == true)
{
Invoke("respawnObject", 5.0f);
BlockBreakItem.isObjectDestoryed = false;
}
}
void respawnObject()
{
GameObject tempObjName = Instantiate(breakablePrefab);
tempObjName.name = breakablePrefab.name;
BlockBreakItem.breakableObject = tempObjName;
}
}
I hope the code isn't too messy! Always worried it won't be understood xD
Fortunately it's easy and basic in Unity!
You don't do this:
breakableObject = GameObject.Find("Breakable");
The good news is the cast will tell you what object you hit! Great, eh?
It's basically:
hit.collider.gameObject
You can use hit.collider.gameObject.name in a Debug.Log for convenience.
It's that easy!
Note you then (if you need it) get your component on that object with something like .GetComponent<YourBreakishBlock>()... easy.
Note that you can CHECK if the object hit, is one of the "YourBreakishBlock" objects, by simply checking if that component is present.
Note simply google something like "unity physics raycast out hit, which object was hit ?" for endless examples,
https://forum.unity.com/threads/getting-object-hit-with-raycast.573982/
https://forum.unity.com/threads/changing-properties-of-object-hit-with-raycast.538819/
etc.
--
Make this simple class:
public class ExamplePutThisOnACube: MonoBehavior
{
public void SAYHELLO() { Debug.Log("hello!"); }
}
Now put that on SOME cubes but NOT on OTHER cubes.
In your ray code:
ExamplePutThisOnACube teste =
hit.collider.gameObject.GetComponent<ExamplePutThisOnACube>();
and then check this out:
if (teste != null) { teste.SAYHELLO(); }
Now run the app and try pointing at the various cubes!

Making volume slider in Unity

Game starts, the music begins to play, but it's too annoying and want to mute or just make it quieter. Like games, there's setting menu, which I thought it would be good to be in next scene, and there I want to put slider.
But I got errors.
Script:
using UnityEngine;
using System.Collections;
public class Music : MonoBehaviour
{
void Awake()
{
DontDestroyOnLoad(transform.gameObject);
}
public AudioClip[] soundtrack;
// Use this for initialization
void Start()
{
if (!GetComponent<AudioSource>().playOnAwake)
{
GetComponent<AudioSource>().clip = soundtrack[Random.Range(0, soundtrack.Length)];
GetComponent<AudioSource>().Play();
}
}
// Update is called once per frame
void Update()
{
if (!GetComponent<AudioSource>().isPlaying)
{
GetComponent<AudioSource>().clip = soundtrack[Random.Range(0, soundtrack.Length)];
GetComponent<AudioSource>().Play();
}
}
}
You use AudioSource.volume to change the volume. When you create a Slider, you can get the value of the slider with Slider.value. So, take Slider.value and assign it to AudioSource.volume.
To create s Slider, go to GameObject->UI->Slider. Make sure that Min Value is 0 and Max Value is 1. Also make sure that Whole Numbers check box is NOT checked. Drag the Slider to the volume Slider slot in this script from the Editor.
Note:
If you are going to use a component more than once, cache it to a global variable instead of doing GetComponent<AudioSource>() multiple times or using it in the Update() function.
using UnityEngine;
using System.Collections;
using UnityEngine.UI;
public class Music : MonoBehaviour
{
public AudioClip[] soundtrack;
public Slider volumeSlider;
AudioSource audioSource;
void Awake()
{
DontDestroyOnLoad(transform.gameObject);
}
// Use this for initialization
void Start()
{
audioSource = GetComponent<AudioSource>();
if (!audioSource.playOnAwake)
{
audioSource.clip = soundtrack[Random.Range(0, soundtrack.Length)];
audioSource.Play();
}
}
// Update is called once per frame
void Update()
{
if (!audioSource.isPlaying)
{
audioSource.clip = soundtrack[Random.Range(0, soundtrack.Length)];
audioSource.Play();
}
}
void OnEnable()
{
//Register Slider Events
volumeSlider.onValueChanged.AddListener(delegate { changeVolume(volumeSlider.value); });
}
//Called when Slider is moved
void changeVolume(float sliderValue)
{
audioSource.volume = sliderValue;
}
void OnDisable()
{
//Un-Register Slider Events
volumeSlider.onValueChanged.RemoveAllListeners();
}
}
You can learn more about Unity's UI here.

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