I'm having trouble with some countdown timer functionality. In my GameManager script I'm checking the scene name and checking for idle usage (no mouse movement/no clicking) and kicking off a function in my CountdownTimer script that is counts down the amount of idle time using the function StartPreCountTimer(). Once that timer reaches zero it then instantiates a countdown dialog and kicks off IEnumerator RunTimer() that the user can either cancel to continue playing or let reach zero, at which point the game resets and returns to the intro screen.
The problem I'm having is at the precount step. The GameManager script keeps calling StartPreCountTimer() every frame which obviously prevents the countdown from ever completing because it restarts every frame. How do I fix this? How do a call the function only once from Update?
GameManager Script
using UnityEngine;
using UnityEngine.SceneManagement;
public class GameManager : MonoBehaviour
{
public static GameManager gameManagerInstance = null; // Create Singleton
public GameObject loader;
public GameObject countdownTimer;
public Color defaultBackgroundColor;
public Object startingScene;
public GameObject timeOutWarningDialog;
public float countdownLength;
public float countdownDelay;
private Vector3 prevMousePosition;
private CountdownTimer countdownInstance;
private Scene currentScene;
private GameObject gameManager;
private GameObject canvas;
public static string animalDataFilePathJSON;
public static string animalDataFilePathTex;
void Awake()
{
if (gameManagerInstance == null)
gameManagerInstance = this;
else if (gameManagerInstance != null)
Destroy(gameObject);
DontDestroyOnLoad(gameObject);
gameManager = GameObject.FindGameObjectWithTag("GameManager");
// get and store JSON and Tex filepaths defined in Loader script
animalDataFilePathJSON = GameObject.FindGameObjectWithTag("Loader").GetComponent<Loader>().animalDataFilePathJSON;
animalDataFilePathTex = GameObject.FindGameObjectWithTag("Loader").GetComponent<Loader>().animalDataFilePathTex;
}
void Start()
{
prevMousePosition = Input.mousePosition;
currentScene = SceneManager.GetActiveScene();
countdownInstance = countdownTimer.GetComponent<CountdownTimer>(); // Create an instance of CountdownTimer
}
void Update()
{
currentScene = SceneManager.GetActiveScene();
if (currentScene.name != startingScene.name)
{
countdownInstance.StartPreCountTimer(); // Start Pre-count Timer
if (Input.GetMouseButtonDown(0) || Input.mousePosition != prevMousePosition)
{
countdownInstance.StartPreCountTimer(); // Start Pre-count Timer
if (timeOutWarningDialog != null)
timeOutWarningDialog.SetActive(false);
}
prevMousePosition = Input.mousePosition;
}
}
}
CountdownTimer Script
using System.Collections;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
public class CountdownTimer : MonoBehaviour {
public GameObject timeOutWarningDialog;
public float countdownLength;
public float countdownDelay;
public Object startingScene;
private float countdownInterval = 1;
private GameObject countdownTimer;
private IEnumerator counter;
private Button stopCountButton;
private Text timerTextField;
private GameObject timerInstance;
private GameObject canvas;
// GAME TIMER
public void StartPreCountTimer()
{
CancelInvoke();
if (GameObject.FindGameObjectWithTag("Timer") == null)
Invoke("ShowRestartWarning", countdownDelay);
}
void ShowRestartWarning()
{
canvas = GameObject.FindGameObjectWithTag("Canvas");
timerInstance = Instantiate(timeOutWarningDialog); // instantiate timeout warning dialog
timerInstance.transform.SetParent(canvas.transform, false);
timerInstance.SetActive(true);
Text[] textFields = timerInstance.GetComponentsInChildren<Text>(true); // get reference to timer textfields
timerTextField = textFields[2]; // access and assign countdown textfield
stopCountButton = timerInstance.GetComponentInChildren<Button>(); // get reference to keep playing button
stopCountButton.onClick.AddListener(StopTimer); // add button listener
if (timerInstance.activeSelf == true)
{
counter = RunTimer(countdownLength); // create new reference to counter, resets countdown to countdownLength
StartCoroutine(counter);
}
}
IEnumerator RunTimer(float seconds)
{
float s = seconds;
while (s > -1)
{
if (timerTextField != null)
timerTextField.text = s.ToString();
yield return new WaitForSeconds(countdownInterval);
s -= countdownInterval;
}
if (s == -1)
{
RestartGame();
}
}
void StopTimer()
{
StopCoroutine(counter);
Destroy(timerInstance);
}
void RestartGame()
{
SceneManager.LoadScene(startingScene.name);
}
}
Related
I've been trying to do a timer if a collectible ring vanishes and is transparent.
My question is that it is only playing the boolean if statement in fixedupdate once? Do I need to change the Gameobject that the script is attached on or do I need to put my script on something that isn't going to be IsActive(false)?
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class RingScript : MonoBehaviour
{
[Header("How long it will take that the ring is active again")]
public float standardtimer;
public float timer;
private int uiTimer;
[Header("The text and GameObject that will show you the time how long it takes to respawn")]
public Text timertext;
public GameObject timerobject;
public GameObject thisRing;
[Header("How many Forestgems you get")]
public int ForestGemCount;
public bool starttimer = false;
// Start is called before the first frame update
void Start()
{
timer = standardtimer;
timerobject.SetActive(false);
thisRing.SetActive(true);
}
// Update is called once per frame
void FixedUpdate()
{
uiTimer = (int)timer;
timertext.text = uiTimer.ToString();
if (starttimer == true)
{
timer -= Time.deltaTime;
GemScript.ForestGems += ForestGemCount;
timerobject.SetActive(true);
thisRing.SetActive(false);
if (timer <= 0.1f)
{
timer = standardtimer;
timerobject.SetActive(false);
thisRing.SetActive(true);
starttimer = false;
}
}
}
private void OnTriggerEnter(Collider collision)
{
if(collision.gameObject.tag == "Player")
{
starttimer = true;
}
}
}
When I get my game over the scene the score still remains when a start a new game:
ScoringSYstem.cs
public GameObject scoreText;
public static int theScore;
void Update()
{
scoreText.GetComponent<Text>().text = "Score: " + theScore;
}
Timer.cs
public string LevelToLoad;
public static float timer1 = 30f;
private Text timerSeconds;
public GameObject scoreText;
public static int theScore;
// Use this for initialization
void Start ()
{
timerSeconds = GetComponent<Text> ();
}
// Update is called once per frame
void Update ()
{
timer1 -= Time.deltaTime;
timerSeconds.text = timer1.ToString("f0");
if (timer1 <= 0)
{
timer1 = 30f;
Application.LoadLevel (LevelToLoad);
}
}
How does it in order to reset the score whenever a scene changes?
First of all you need to create an empty GameObject that you call GameManager then you add a Script to it that you call GameManager as well. So that you can acces your Score from everywhere.
public int score = 0;
public static int time = 30;
#region Singelton
public static GameManager instance;
void Awake()
{
if (instance != null)
{
Debug.LogWarning("More than one Instance of Inventory found");
return;
}
instance = this;
}
#endregion
public void GameOver()
{
score = 0;
scoreText.GetComponent<Text>().text = "Score: " + gm.score;
}
Then you can call theese variables from everywhere and change them as well:
GameManager gm;
void Start()
{
gm = GameManager.instance;
}
void Update()
{
if (time >= 0)
gm.GameOver();
}
You may use the
void OnSceneLoaded(Scene scene, LoadSceneMode mode)
method in your gameover scene to reset theScore variable in your GameObject that holds the variable, if the GameOver scene using a GameEngineObject of some kind.
Unity Doc SceneManager
I have made a game manager making sure my data gets passed on from the first scene on to the next scene. Within the game manager, I have added certain scripts to ensure it gets passed. As you can see in the picture underneath.
The problem is that the score adds up at the first level, let's say I have 5 points. I go to level 2 and the UI shows my score as 0 (even tho I have nothing put as text within the score text) I kill 1 monster and the UI shows 6. So how can I put the UI to be showing it at all times? (Constant refresh?)
The second problem is that while the score manager does work. The health script cancels everything out when switching levels.
The user starts with 10 health. Takes damage in the first scene, but in the second scene, the user still has 10 health for some reason?
Game Manager
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class GameManager : MonoBehaviour {
public ActionButton PopupPrefab;
private ActionButton currentlySpawnedPopup;
public static GameManager instance = null;
void Awake () {
if (instance == null) {
instance = this;
} else if (instance != this) {
Destroy (gameObject);
}
Application.targetFrameRate = 60;
}
void Update () {
//if (Input.GetKeyDown(KeyCode.R)) {
// RestartScene ();
//}
}
public void InvokeRestartScene (float time) {
Invoke ("RestartScene", time);
}
public void RestartScene () {
SceneManager.LoadScene (0);
}
public void SpawnPopup (Vector2 position) {
DespawnPopup ();
currentlySpawnedPopup = Instantiate (PopupPrefab, position, Quaternion.identity) as ActionButton;
}
public void DespawnPopup () {
if (currentlySpawnedPopup != null) {
currentlySpawnedPopup.DestroySelf();
currentlySpawnedPopup = null;
}
}
public void FadePopup () {
if (currentlySpawnedPopup != null) {
currentlySpawnedPopup.FadeMe ();
currentlySpawnedPopup = null;
}
}
}
Score Manager
using UnityEngine;
using System;
using System.Collections;
public class ScoreManager : MonoBehaviour
{
public static ScoreManager Instance { get; private set; }
public int Score { get; private set; }
public int HighScore { get; private set; }
public bool HasNewHighScore { get; private set; }
public static event Action<int> ScoreUpdated = delegate {};
public static event Action<int> HighscoreUpdated = delegate {};
private const string HIGHSCORE = "HIGHSCORE";
// key name to store high score in PlayerPrefs
void Awake()
{
if (Instance)
{
DestroyImmediate(gameObject);
}
else
{
Instance = this;
DontDestroyOnLoad(gameObject);
}
}
void Start()
{
Reset();
}
public void Reset()
{
// Initialize score
Score = 0;
// Initialize highscore
HighScore = PlayerPrefs.GetInt(HIGHSCORE, 0);
HasNewHighScore = false;
}
public void AddScore(int amount)
{
Score += amount;
// Fire event
ScoreUpdated(Score);
if (Score > HighScore)
{
UpdateHighScore(Score);
HasNewHighScore = true;
}
else
{
HasNewHighScore = false;
}
}
public void UpdateHighScore(int newHighScore)
{
// Update highscore if player has made a new one
if (newHighScore > HighScore)
{
HighScore = newHighScore;
PlayerPrefs.SetInt(HIGHSCORE, HighScore);
HighscoreUpdated(HighScore);
}
}
}
Health Script
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
public class Health : MonoBehaviour {
public UnityEvent OnTakeDamageEvent;
public UnityEvent OnTakeHealEvent;
public UnityEvent OnDeathEvent;
[Header ("Max/Starting Health")]
public int maxHealth;
[Header ("Current Health")]
public int health;
[Header ("IsDeathOrNot")]
public bool dead = false;
[Header ("Invincible")]
public bool invincible = false;
public bool becomeInvincibleOnHit = false;
public float invincibleTimeOnHit = 1f;
private float invincibleTimer = 0f;
[Header ("Perform Dead Events after x time")]
public float DieEventsAfterTime = 1f;
void Start () {
health = maxHealth;
}
void Update () {
if (invincibleTimer > 0f) {
invincibleTimer -= Time.deltaTime;
if (invincibleTimer <= 0f) {
if (invincible)
invincible = false;
}
}
}
public bool TakeDamage (int amount) {
if (dead || invincible)
return false;
health = Mathf.Max (0, health - amount);
if (OnTakeDamageEvent != null)
OnTakeDamageEvent.Invoke();
if (health <= 0) {
Die ();
} else {
if (becomeInvincibleOnHit) {
invincible = true;
invincibleTimer = invincibleTimeOnHit;
}
}
return true;
}
public bool TakeHeal (int amount) {
if (dead || health == maxHealth)
return false;
health = Mathf.Min (maxHealth, health + amount);
if (OnTakeHealEvent != null)
OnTakeHealEvent.Invoke();
return true;
}
public void Die () {
dead = true;
if (CameraShaker.instance != null) {
CameraShaker.instance.InitShake(0.2f, 1f);
}
StartCoroutine (DeathEventsRoutine (DieEventsAfterTime));
}
IEnumerator DeathEventsRoutine (float time) {
yield return new WaitForSeconds (time);
if (OnDeathEvent != null)
OnDeathEvent.Invoke();
}
public void SetUIHealthBar () {
if (UIHeartsHealthBar.instance != null) {
UIHeartsHealthBar.instance.SetHearts (health);
}
}
}
I have thought of adding the following script on to my Health Script
But then I get the following error messages:
" Cannot implicitly convert type 'int' to 'bool'"
"The left-hand side of an assignment must be a variable, property or indexer"
void Awake()
{
if (health)
{
DestroyImmediate(gameObject);
}
else
{
(int)health = this;
DontDestroyOnLoad(gameObject);
}
}
The problem is that the score adds up at the first level, let's say I have 5 points. I go to level 2 and the UI shows my score as 0 (even tho I have nothing put as text within the score text) I kill 1 monster and the UI shows 6. So how can I put the UI to be showing it at all times? (Constant refresh?)
You can make one of the scripts set the UI text score when the scene is loaded.
void Start(){
// Loads the scoreText on start
scoreText.text = yourCurrentScore.ToString();
// Will work unless it has a "DontDestroyOnLoad" applied to it
}
The second problem is that while the score manager does work. The
health script cancels everything out when switching levels. The user
starts with 10 health. Takes damage in the first scene, but in the
second scene, the user still has 10 health for some reason?
In your health script, you had this:
void Start () {
health = maxHealth;
}
This resets your health everytime the scene loads and starts (Aka when you load to the next level). This causes the issue.
" Cannot implicitly convert type 'int' to 'bool'"
if (health)
The () for the if statement should be a condition (a question).
For example, doing health < 0 is valid since its saying "Is health less than 0?"
Doing health is not, since its just saying "10" (or some number).
"The left-hand side of an assignment must be a variable, property or
indexer"
(int)health = this;
If you wanted to change the value of health, just do health = 10 or health = some_Variable_That_Is_An_Integer
I'm getting an error message and I'm not exactly sure how to solve. I'm trying to start a countdown after a short period of idleness that then kicks off a second countdown that is paired with a visual warning. As soon as the coroutine kicks on I'm getting this error:
Coroutine couldn't be started because the the game object '_CountdownTimer' is inactive!
UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator)
CountdownTimer:StartPreCountTimer() (at Assets/_Components/_Scripts/CountdownTimer.cs:38)
GameManager:CheckUserActivity() (at Assets/_Components/_Scripts/GameManager.cs:68)
What am I missing? Where would I need to set the active state of _CountdownTimer? Thank you!!
GameManager.cs
using UnityEngine;
using UnityEngine.SceneManagement;
public class GameManager : MonoBehaviour
{
public static GameManager gameManagerInstance = null; // Create Singleton
public float checkUserActivityInterval;
public GameObject loader;
public GameObject countdownTimer;
private GameObject gameManager;
private Vector3 currentMousePosition;
private Vector3 prevMousePosition;
private CountdownTimer countdownInstance;
private Scene currentScene;
public Color defaultBackgroundColor;
public Object startingScene;
public static bool userActive;
public static bool preCountActive;
public static bool restartWarningActive;
public static string animalDataFilePathJSON;
public static string animalDataFilePathTex;
void Awake ()
{
if (CountdownTimer.countdownTimerInstance == null)
Instantiate(countdownTimer);
if (gameManagerInstance == null)
gameManagerInstance = this;
else if (gameManagerInstance != null)
Destroy(gameObject);
DontDestroyOnLoad(gameObject);
}
void Start()
{
prevMousePosition = Input.mousePosition;
countdownInstance = countdownTimer.GetComponent<CountdownTimer>(); // Create an instance of CountdownTimer
InvokeRepeating("CheckUserActivity", 0, checkUserActivityInterval);
InvokeRepeating("SetPrevMousePosition", 0, checkUserActivityInterval);
}
void Update()
{
currentScene = SceneManager.GetActiveScene();
currentMousePosition = Input.mousePosition;
}
void CheckUserActivity()
{
if (currentScene.name != startingScene.name)
{
if (currentMousePosition == prevMousePosition)
{
Debug.Log("MOUSE HAS NOT MOVED!!");
userActive = false;
if (!userActive && !preCountActive)
countdownInstance.StartPreCountTimer();
}
if (currentMousePosition != prevMousePosition)
{
Debug.Log("MOUSE HAS MOVED!!");
userActive = true;
if (preCountActive == true)
countdownInstance.RestartPreCountTimer();
}
}
}
void SetPrevMousePosition()
{
prevMousePosition = Input.mousePosition;
}
}
CountdownTimer.cs
using System.Collections;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
public class CountdownTimer : MonoBehaviour
{
public static CountdownTimer countdownTimerInstance = null; // Create Singleton
public Object startingScene;
public GameObject timeOutWarningDialog;
private GameObject timerDialogBoxInstance;
private GameObject canvas;
private IEnumerator counter;
private Button stopCountButton;
private Text timerTextField;
public float countdownLength;
public float countdownDelay;
private float countdownInterval = 1;
void Awake()
{
if (countdownTimerInstance == null)
countdownTimerInstance = this;
else if (countdownTimerInstance != null)
Destroy(gameObject);
DontDestroyOnLoad(gameObject);
}
public void StartPreCountTimer()
{
GameManager.preCountActive = true;
GameManager.restartWarningActive = false;
counter = RunTimer(countdownDelay); // create new reference to counter
StartCoroutine(counter);
}
public void RestartPreCountTimer()
{
GameManager.preCountActive = false;
StopTimer();
}
void ShowRestartWarning()
{
GameManager.preCountActive = false;
GameManager.restartWarningActive = true;
canvas = GameObject.FindGameObjectWithTag("Canvas");
timerDialogBoxInstance = Instantiate(timeOutWarningDialog); // instantiate timeout warning dialog
timerDialogBoxInstance.transform.SetParent(canvas.transform, false);
timerDialogBoxInstance.SetActive(true);
Text[] textFields = timerDialogBoxInstance.GetComponentsInChildren<Text>(true); // get reference to timer textfields
timerTextField = textFields[2]; // access and assign countdown textfield
stopCountButton = timerDialogBoxInstance.GetComponentInChildren<Button>(); // get reference to keep playing button
stopCountButton.onClick.AddListener(StopTimer); // add button listener
if (timerDialogBoxInstance.activeInHierarchy == true)
{
counter = RunTimer(countdownLength); // create new reference to counter, resets countdown to countdownLength
StartCoroutine(counter);
}
}
IEnumerator RunTimer(float seconds)
{
float s = seconds;
while (s > -1)
{
if (GameManager.restartWarningActive == true)
if (timerTextField != null)
timerTextField.text = s.ToString();
yield return new WaitForSeconds(countdownInterval);
s -= countdownInterval;
}
if (s == -1)
{
if (GameManager.restartWarningActive == true)
RestartGame();
}
}
void StopTimer()
{
Debug.Log("Restart Cancelled");
StopCoroutine(counter);
Destroy(timerDialogBoxInstance);
}
void RestartGame()
{
SceneManager.LoadScene(startingScene.name);
}
}
I think I know where your error is. When you create an instance of the countdownTimer. You have to store a reference to it in order to get the underlying CountdownTimer class.
Try doing this, in your GameManager Class
private GameObject countDownTimerInstance;
Awake()
countDownTimerInstance = Instantiate(countdownTimer);
and in the Start() do,
countdownInstance = countdownTimerInstance.GetComponent<CountdownTimer>();
I think the problem was you were directly accessing the prefab's getComponent() instead of the instantiated gameObject's CountdownTimer!.
I'm getting an error of "Coroutine couldn't be started because the the game object 'TimeOutWarningDialog' is inactive!" but I'm unsure why I'm getting this error.
Just to give a rundown of the code:
I'm looking for inactivity in GameManger.Update()
If inactive for a period of time I call GameManager.ShowRestartWarning()
TimeOutWarningDialog gets SetActive to true
I check if the object is active before calling StartRestartTimer(), if (timerInstance.activeSelf == true) StartRestartTimer();
I call startTimer() in CountdownTimer class
I'm setting the object that I'm instatiating to 'active' before I call the startTimer function which includes the coroutine. what am I doing wrong here?
any help would be great!!
using UnityEngine;
using System.Collections.Generic;
using UnityEngine.SceneManagement;
public class GameManager : MonoBehaviour
{
// Create Singleton
public static GameManager instance = null;
// Set Default Background Color
public Color defaultColor;
// Restart variables
private Vector3 prevMousePosition;
public GameObject timeOutWarningDialog;
public GameObject restartDialog;
public float countdownLength;
public float timeUntilCountdown;
// Game Controller
private GameObject canvas;
private GameObject gameManager;
public GameObject timerInstance;
public Object startingScene;
private Scene currentScene;
// File System List of Folders
public List<string> folders;
void Awake()
{
if (instance == null)
instance = this;
else if (instance != null)
Destroy(gameObject);
DontDestroyOnLoad(gameObject);
gameManager = GameObject.FindGameObjectWithTag("GameManager");
}
void Start()
{
prevMousePosition = Input.mousePosition;
currentScene = SceneManager.GetActiveScene();
}
void Update()
{
if(Input.anyKeyDown || Input.mousePosition != prevMousePosition)
if(currentScene.name != startingScene.name)
StartGameTimer();
prevMousePosition = Input.mousePosition;
}
// GAME TIMER
void StartGameTimer()
{
// Debug.Log("Game Timer Started");
CancelInvoke();
if (GameObject.FindGameObjectWithTag("Timer") == null)
Invoke("ShowRestartWarning", timeUntilCountdown);
}
void ShowRestartWarning()
{
canvas = GameObject.FindGameObjectWithTag("Canvas");
timerInstance = Instantiate(timeOutWarningDialog);
timerInstance.transform.SetParent(canvas.transform, false);
timerInstance.SetActive(true);
if (timerInstance.activeSelf == true)
StartRestartTimer();
}
void StartRestartTimer()
{
CountdownTimer countdownTimer = timeOutWarningDialog.GetComponent<CountdownTimer>();
countdownTimer.startTimer(countdownLength);
CancelInvoke();
Invoke("RestartGame", countdownLength);
}
void RestartGame()
{
SceneManager.LoadScene(startingScene.name);
Debug.Log("Game Restarted");
Debug.Log("Current Scene is " + currentScene.name + ".");
}
void DestroyTimer()
{
Destroy(GameObject.FindGameObjectWithTag("Timer"));
}
}
then I'm calling startTimer in the CountdownTimer class below:
using UnityEngine;
using UnityEngine.UI;
using System.Collections;
public class CountdownTimer : MonoBehaviour
{
public float countdownLength;
public Text timerText;
public bool stop = true;
private float minutes;
private float seconds;
public void startTimer(float from)
{
stop = false;
countdownLength = from;
Update();
StartCoroutine(updateCoroutine());
}
void Update()
{
if (stop) return;
countdownLength -= Time.deltaTime;
minutes = Mathf.Floor(countdownLength / 60);
seconds = countdownLength % 60;
if (seconds > 59) seconds = 59;
if (minutes < 0)
{
stop = true;
minutes = 0;
seconds = 0;
}
}
private IEnumerator updateCoroutine()
{
while (!stop)
{
timerText.text = string.Format("{0:0}:{1:00}", minutes, seconds);
yield return new WaitForSeconds(0.2f);
Debug.Log(string.Format("{0:0}:{1:00}", minutes, seconds));
}
}
}
The problem is in this method:
void StartRestartTimer()
{
CountdownTimer countdownTimer = timeOutWarningDialog.GetComponent<CountdownTimer>();
countdownTimer.startTimer(countdownLength);
CancelInvoke();
Invoke("RestartGame", countdownLength);
}
You start the coroutine first and then invoke RestartGame to load another scene. So the object with the coroutine gets destroyed.
I can't give you the solution because it requires more knowledge regarding your scenes but you may want to try additive scene loading.