I am working on a tutorial and the "Side objectives" that they don't walk you through to try and get a feel for it.
So, the way things work at this time is that there is the Player object. The player object has the player script.
public class Player : MonoBehaviour {
private Animator anim;//reference for animator component
private Rigidbody rigidBody;//reference to component for rigidbody
private AudioSource audioSource;
[SerializeField] private float force = 100f;
[SerializeField] private AudioClip sfxJump;
[SerializeField] private AudioClip sfxDeath;
}
void Awake() {//these are assertions that will ensure when writing the cocde that you wont miss them. use for team work.
Assert.IsNotNull (sfxJump);
Assert.IsNotNull (sfxDeath);
}
private bool jump = false; //check for jump
// Use this for initialization
void Start () {//all these are getting components at the start to update them as the code goes onwards.
anim = GetComponent<Animator> ();
rigidBody = GetComponent<Rigidbody> ();
audioSource = GetComponent<AudioSource> ();
positionStart = GetComponent<Transform> ();
}
// Update is called once per frame
void Update () {
if (!GameManager.instance.GameOver && GameManager.instance.GameStarted) {
if (Input.GetMouseButtonDown (0)) {//if press mouse key
GameManager.instance.PlayerStarted ();
rigidBody.useGravity = true;//turn gravity on for component so it goes back down.
audioSource.PlayOneShot (sfxJump);
anim.Play ("jump");//play the animation jump
jump = true;
}
}
}
//Fixed update for physics
void FixedUpdate() {//use this for any physics due to frame rate. time.deltatime wont cut it.
if (jump == true) {//if we are jumping, turn the jump off.
jump = false;
rigidBody.velocity = new Vector2 (0, 0);//turn velocity to 0 so speed doesnt increase while falling
rigidBody.AddForce (new Vector2 (0, force), ForceMode.Impulse);//give a impulse upwards.
}
//print (rigidBody.velocity.y);//print velocity. turn this shit off.
}
//Code to create collision with obstacles and then die and fall through the floor.
void OnCollisionEnter (Collision collision) {//call collision component
if (collision.gameObject.tag == "obstacle") {//if you slap a tagged object called obstacle
rigidBody.AddForce (new Vector2 (-50, 20), ForceMode.Impulse);//add force to push back cause you ded
rigidBody.detectCollisions = false;//turn off the ability to detect collisions
audioSource.PlayOneShot (sfxDeath);//play ded noise
GameManager.instance.PlayerCollided ();
GameManager.instance.Restart ();
}
}
}
The game manager, of course exists in the camera to control the states of the game.
public static GameManager instance = null;//only one in memory. only one gamemanager ever.
[SerializeField] private GameObject mainMenu;
[SerializeField] private GameObject replayBtn;
[SerializeField] private GameObject playBtn;
private bool gameEnd = false;
private bool gameStarted = false;
private bool playerActive = false;
private bool gameOver = false;
//getters setters start
public bool PlayerActive {
get { return playerActive; }
}
public bool GameOver {
get { return gameOver; }
}
public bool GameStarted {
get { return gameStarted; }
}
//to create a state between gameover and main menu
public bool GameEnd {
get {return gameEnd; }
}
//getter setters end
void Awake(){
if (instance == null) {
instance = this;//this means the current instance. one instance of this class.
} else if (instance != this) {//if a seocnd one gets created destroy that bitch.
Destroy (gameObject);
}
DontDestroyOnLoad (gameObject);//allows a game object to persist between the scene. Dont need with one scene.
}
// Use this for initialization
void Start () {
replayBtn.SetActive (false);
}
// Update is called once per frame
void Update () {
}
public void PlayerCollided(){
gameOver = true;
}
public void PlayerStarted(){
playerActive = true;
}
public void EnterGame (){
mainMenu.SetActive(false);
gameStarted = true;
}
//When player dies start coroutine Hold.
public void Restart (){
StartCoroutine (Holdexit());
}
//The hole Coroutine waits 2 seconds then turns on the menu.
IEnumerator Holdexit (){
yield return new WaitForSeconds (2);
playBtn.SetActive (false);
replayBtn.SetActive (true);
mainMenu.SetActive (true);
//add character movement to location
}
}
So, When the player hits the object he dies, loses the ability to touch colliders and falls through the map, after 2 seconds the main menu comes back and the play button is replaced with a replay button. When I press replay, I need to reset the position, the state of the game, and the ability to collide.
I Tried all kinds of things. I did a get component for transform and tried to call it in the coroutine and then set it there, but I couldnt figure it out. I tried just changing the position after etc after the game managers state to restart gets called but the position change occurs before the main menu comes back on because its not being used in the coroutine.
Once thing I though would work, is i created a new method,
public void PlayerReset (){
if (GameManager.instance.Restart()){
//put new changes to player here.
}
}
The errors I came across here was I could not convert type void to bool, I assume its cause I was trying to say if the restart instance existed then function, but the way the restart function is created isn't true or false its just - is.
I really appreciate any help. I think what im going to try and do is make another script to the side and have it call the class of player to pull the components, and then manipulate them from there maybe. AUGH. So confusing. Lmao.
You can just set a public Transform variable on your object, and then in the inspector, drag the selected transform you want to call to that variable.
When that's done, you can use that transform variable in any way you want.
You can save the start position of the player in GameManager as it's a singleton. So, you set the position of the player to this saved position after restart.
You'll need to reinitialize all the variables(i.e. gameEnd,gameStarted, playerActive, gameOver etc.) on restart.
if(GameManager.instance.Restart()) will not work, as Restart() returns void not a boolean.
Related
I'm making a game on unity where the user selects a character and the character spawns into the game world. The world consists of different doors. I want to add a transition animation (just a regular fade) between scenes in the game world but because the character is instantiated during runtime, I'm not sure how to attach the animator to the character. I also want the animation to trigger upon collision of the player with a door. I know how to create the animation clips and the animator but I need help on knowing when and how to attach the animator to an object that's going to be instantiated during runtime.
Will I attach the animator in OnCollisionEnter() function? If so, how do I reference that animator through code?
Here is my code for OnCollisionEnter in a script that is attached to the player during runtime. (this works fine)
private void OnCollisionEnter(Collision collision)
{
GameObject door = collision.gameObject;
if (door.CompareTag("ExitDoor"))
SceneManager.LoadScene(0); // spawn back at main lobby
else if (door.CompareTag("RoomDoor"))
{
GameObject Room = door.transform.parent.gameObject;
if (Room.name.Equals("Room1Door"))
SceneManager.LoadScene(1); // go to first room
if (Room.name.Equals("Room2Door"))
SceneManager.LoadScene(2); // go to second room
if (Room.name.Equals("Room3Door"))
SceneManager.LoadScene(3); // go to third room
}
}
And here is the script of instantiating the player during runtime when the scene is loaded (this is in another script)
public GameObject InstantiatePlayer()
{
characterIndex = PlayerPrefs.GetInt(playerprefkey);
selectedChar = characters[characterIndex];
selectedChar.tag = "Player";
selectedChar.AddComponent<MoveRooms>(); //attaches the script where OnCollisionEnter is
return Instantiate(selectedChar, spawnPoint.transform.position, spawnPoint.transform.rotation);
}
to get the Animator , you can do this if the script is attached
Animator anim;
void Start()
{
anim = gameObject.GetComponent<Animator>();
}
else if it is not attached you can try something like this
GameObject object;
Animator anim;
void Start()
{
object = GameObject.Find("objectsname");
anim = object.GetComponent<Animator>();
}
For further details how to use Animator
https://docs.unity3d.com/ScriptReference/Animator.html
https://docs.unity3d.com/ScriptReference/Animator.Play.html
https://docs.unity3d.com/ScriptReference/Animator.SetTrigger.html
As for a transition, you can try to use Caroutines. What Caroutines are is it executes a piece of code 'on the side' whie the other codes continue. It can be used to "wait" for a few seconds (or more). Its very useful and you can do alot with it.
some examplee
public class ExampleClass : MonoBehaviour
{
void Start()
{
// Start function as a coroutine.
StartCoroutine(waitForSeconds);
}
private IEnumerator waitForSeconds()
{
//do something
yield return new WaitForSeconds(1f); // the number is in seconds.
//do something else
}
}
https://docs.unity3d.com/ScriptReference/Coroutine.html
so here is the scenario,
i want the player to be able to perform a trick, and then be able to hold the trick for a longer duration if they want to, but if they don't hold the input then they instead just continue the animation until completion as i haven't actually tried implementing too much and its not giving me the desired result i figured i'd just ask if people have already done it so i don't spend the next 2 hours down a rabbit hole, any and all help is appreciated thanks! :D
(Unity Script)
{
[Header("Trick Attributes")]
public string GroundTagName; // Tag used for all the platforms
public KeyCode stuntKey;
public float AnimationFreezeTime = 0.75f;
public SpriteAnimator anim; // Put the Sprite animator here
public Animator spriteAnimator; // Put the Animator here
private bool isGrounded;
public bool stunting = false;
private void Start()
{
}
private void Update()
{
if (Input.GetKeyDown(stuntKey) && !isGrounded)
{
anim.StartAnimation("FlyingSquirrel");
stunting = true;
Invoke("FreezeAnimation", AnimationFreezeTime);
}
if (Input.GetKeyUp(stuntKey))
{
stunting = false;
spriteAnimator.speed = 1;
}
}
void FreezeAnimation() {
spriteAnimator.speed = 0;
}
private void OnCollisionEnter(Collision collision)
{
if (collision.gameObject.tag == GroundTagName)
{
isGrounded = true;
}
else
{
isGrounded = false;
}
if (stunting && collision.gameObject.tag == GroundTagName)
{
Destroy(gameObject);
}
}
private void OnCollisionExit(Collision collision)
{
isGrounded = false;
}
}
FlyingSquirrel needs to be broken up into 3 different animations. This can be done in Maya, Blender, uMotion, or even Unity's animation importer:
You need 3 Animator states:
Start_FlyingSquirrel // Player moves into position
Idle_FlyingSquirrel // Player is "holding" the trick
End_FlyingSquirrel // Player let go, return to normal
When the player presses button to start the trick, play the Start animation. For the transition, use "has exit time" to proceed to the Idle State. The Idle state will be true (use a boolean Animator parameter) while the trick is "held". Uncheck "has exit time" for the transition to the End state- you want this to happen instantly.
Anyone can help me how to fix this problem i'm having?
*1st script:
public static bool attacking;
public Collider2D attackTrigger;
private void Awake()
{
attackTrigger.enabled = false;
}
private void Update()
{
if (attacking == true)
{
Debug.Log("Box Collider Enabled");
attackTrigger.enabled = true;
StartCoroutine(DisableCollider());
}
}
IEnumerator DisableCollider()
{
yield return new WaitForSeconds(1);
attacking = false;
attackTrigger.enabled = false;
Debug.Log("Box Collider Disabled");
}
*2nd script:
public float damage = .10f;
private void OnTriggerEnter2D(Collider2D collision)
{
if(collision.isTrigger!=true && collision.CompareTag("Enemy"))
{
Debug.Log("Enemy is Damaged");
EHealthBar.TakeDamage(damage);
}
}
i'm trying to get my player character to attack an enemy using collision, well it does work and the player does damage the enemy but it will only work if the enemy's box collider enters my attack again.
if the enemy is already in my area of attack which has a box collision 2d attached, the enemy doesn't get damaged and that's not what i was going for.
I can change it to OnTriggerStay2D but the enemy will keep on getting damaged till the collider is disabled again. care to help?
I think the problem is
IEnumerator DisableCollider()
{
yield return new WaitForSeconds(1);
attacking = false;
...
which causes that your IF statement in your update is still occuring for 1 second and starting a lot of coroutines. The easiest solution would be moving attacking = false; before yield, but i guess you want to use that variable to be aware if user is in attack state. So i suggest to use another bool variable.
if (invokeAttack)
{
attacking = true;
invokeAttack = false
Debug.Log("Box Collider Enabled");
attackTrigger.enabled = true;
StartCoroutine(DisableCollider());
}
Anyway, you didn't show us how you invoke attack, but maybe instead of changing variable (attacking/invokeAttack in your case) to true and checking it in Update you just invoke a method which enables collider and starts coroutine?
New to unity.
So I created a simple a simple muzzle flash particle animation that is supposed to be displayed on enemies gun when the player gets close to him, simulating a shot without the actual bullet. However I get a null reference exception in this part muzzleFlash.Play(); I believe it's because I am not actually getting the muzzle flash component in the start function with the code I have, actually I know that is it after going to in to debug mode I found out. I am having a really hard time figuring out how to access that component. Below is my code and I'm also posting a picture of my hierarchy. Thanks in advance.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class StaticShootingEnemy : MonoBehaviour
{
[SerializeField] private float _range = 12f;
private Transform _player;
private bool _alive;
private float _distance;
private ParticleSystem muzzleFlash;
// Use this for initialization
void Start()
{
_player = GameObject.Find("Player").transform;
_alive = true;
muzzleFlash = (ParticleSystem)this.gameObject.GetComponent("muzzleFLash");
}
// Update is called once per frame
void Update()
{
_distance = Vector3.Distance(this.transform.position, _player.transform.position);
if (_alive && _distance < _range)
AttackPlayer();
}
private void AttackPlayer()
{
//Turning enemy to look at player
transform.LookAt(_player);
Ray ray = new Ray(transform.position, transform.forward);
RaycastHit hit;
if (Physics.SphereCast(ray, 0.75f, out hit))
{
//TODO: Fix enemy shooting fast when gettting close to him.
GameObject hitObject = hit.transform.gameObject;
if (hitObject.GetComponent<PlayerController>())
{
muzzleFlash.Play();
Debug.Log("Player Hit!");
}
else
muzzleFlash.Stop();
}
}
public void SetAlive(bool alive)
{
_alive = alive;
}
}
You probably have an object "muzzleFlash" as child to object your script attached to. So, in this case you'd better have a reference to your ParticleSystem object that is called muzzleFlash.
[SerializeField] private ParticleSystem muzzleFlash; // drag and drop your ParticleSystem muzzleFlash in inspector
or at least you could find that muzzleFlash like this
GameObject muzzleFlashObj = GameObject.Find("muzzleFlash");
ParticleSystem muzzleFlash = muzzleFlashObj.GetComponent<ParticleSystem>();
In your case it's null because there is probably no component that is called MuzzleFlash on that object. The component you want to get is ParticleSystem.
What component is the staticshootingenemy script on? if it is not on the same component as the particle system then its not finding it because this.gameObject.GetComponent("muzzleFLash") does not exist on that component. You can use GameObject.Find("muzzleFLash") to search for the particle system.
So back to your comment, you could implement something like a pool for your muzzle flashes.
public class MuzzleFlashEffect : MonoBehaviour
{
[SerializeField] private ParticleSystem particleEffect;
private Queue<MuzzleFlashEffect> poolQueue;
public void SetPoolQueue(Queue<MuzzleFlashEffect> queue)
{
poolQueue = queue;
}
public void Play()
{
StartCoroutine(Playing());
}
private IEnumerator Playing()
{
particleEffect.Play();
while (particleEffect.isPlaying)
{
yield return null; // wait until particle animation is done, then recycle effect
}
particleEffect.Stop();
poolQueue.Enqueue(this); // recycle this effect
}
// you can do the same thing for Animation as well, or even write some abstract PoolableVFX class that would be usefull for Animation , ParticleSystems etc..
}
//assume you have some game controller that manage what is going on in the scene
public class GameController : MonoBehaviour
{
[SerializeField] private MuzzleFlashEffect muzzleFlashPrefab;
private Queue<MuzzleFlashEffect> poolQueue = new Queue<MuzzleFlashEffect>(10); // 10 is enough i guess and it's good to set it at instantiation to avoid memory fragmentation
private MuzzleFlashEffect GetMuzzleFlash(Vector3 pos, Quaternion rot)
{
MuzzleFlashEffect muzzleFlash;
// if we already have some effects, then play them, otherwise make a new one and recycle it then
if (poolQueue.Count > 0)
{
muzzleFlash = poolQueue.Dequeue();
}
else
{
muzzleFlash = Instantiate(muzzleFlashPrefab);
muzzleFlash.SetPoolQueue(poolQueue);
}
muzzleFlash.transform.position = pos;
muzzleFlash.transform.rotation = rot;
return muzzleFlash;
}
void Update()
{
// your fancy logic ...
GameObject mutantGunEnd = new GameObject("mutant");
//assume that here you want your muzzle flash effect, so you do:
var muzzleFlash = GetMuzzleFlash(mutantGunEnd.transform.position, mutantGunEnd.transform.rotation); // or you might want to pass mutantGunEnd.transform.forward instead, it depends...
muzzleFlash.Play();
// your fancy logic ...
}
}
So, in this case you have only as many instance of ParticleEffect as you need and saving some resources. You could also create a universal generic pool for any type of object you want to recycle. (you want to recycle instead of instantiation, cuz Instantiation is cpu expensive).
M.b this is a bit overkill here, but i just wanted to share how would i think about this here
I'm having a bit of trouble getting the Vector3 wayPointPosition to my other script called Walking and changing it into the Transform target. My troubles lie in the fact that I'm trying to grab this dynamic variable from WayPointPositioner (it changes depending on what object is clicked in the stage and whether the player overlaps with this waypoint) and import and use it in another script.
Below is the code I'm using.
WayPointPositioner
using UnityEngine;
using System.Collections;
public class WayPointPositioner : MonoBehaviour {
public Vector3 wayPointPosition = Vector3.zero;
private bool checkPlayerWaypointCollision;
void Start()
{
}
void OnTriggerStay2D (Collider2D other)
{
// Check if collision is occuring with player character.
if (other.gameObject.name == "Player")
{
checkPlayerWaypointCollision = true;
}
else
{
checkPlayerWaypointCollision = false;
}
}
//Check if object is clicked
void OnMouseDown ()
{
// If its the player, then return a new position for the player to move to for walking
// Else debug that its not so
if (checkPlayerWaypointCollision == false)
{
Debug.Log ("Object not colliding and retrieving position");
Debug.Log (wayPointPosition);
Debug.Log (gameObject.name);
wayPointPosition = new Vector3 (transform.position.x, transform.position.y, 10);
wayPointPosition = Camera.main.ScreenToWorldPoint(wayPointPosition);
}
else
{
Debug.Log ("Object is colliding, no movement needed");
}
}
}
Walking
using UnityEngine;
using System.Collections;
public class Walking : MonoBehaviour {
public Transform target;
public WayPointPositioner wayPointPosition;
public bool walkingAnimation = false;
private Animator anim;
void Awake ()
{
anim = GetComponent<Animator> ();
wayPointPosition = GameObject.FindGameObjectWithTag ("Waypoint").GetComponent<WayPointPositioner> ();
}
void Start ()
{
}
void Update ()
{
Debug.Log ("This is in Walking, WPP =" + wayPointPosition);
}
}
As you can see I'm trying to import the wayPointPosition from the seperate class which is attached to the gameobjects called "Waypoint" (In my current layout those are empty objects with circle colliders to check if they have been clicked). However when I run this, I am not getting my Vector, but I'm getting the name of the last waypoint in the hierarchy (I have currently 6 waypoints which can be clicked) and not a Vector.
I hope someone is able to help me / point out my mistake. I'm still learning C# so I might've made a strange / odd assumption which isn't working.
Kind regards,
Veraduxxz.
It looks like invoking GameObject.FindGameObjectWithTag("Waypoint").GetComponent<WayPointPositioner>(); retrieves a component from the game object which matches the specified tag, as well as a type argument T which derives from MonoBehavior.
Calling this should actually give you an instance of your WayPointPositioner class, which you can then pass to whichever methods you want, and interact with its Vector3 however you would like.