OpenGL Creating a sphere emitter using timer in C# - c#

I am currently using openGl and need to emit two different types of sphere from a box.
I have made the sphere into a structure and implimented two arrays - an orange and blue sphere array.
I also have a timer class.
At the moment, in the OnRenderFrame it draws however many balls there are in the array by looping through, and on the onUpdateFrame it moves all the balls in the array using a loop.
However, they are all being created simultaneously. They need to form one after another.
Here is what I have tried so far, it is in the OnLoad method:
for (int i = 0; i < 2; i++) //loop through - set to two for now just for testing purposes
{
oldTime = currentTime(); //get time now
if(oldTime < currentTime())
{
orangeArray[i] = new orangeBall(); //create a new ball
}
}
And this is the method to get the time:
private float currentTime()
{
float currentTime = mTimer.GetElapsedSeconds();
return currentTime;
}
However, this causes my program to crash and not even load correctly.
Thanks
Lucy

Related

How to delete all prefabs when an event happens in unity

Extremely new to unity and c# after switching across from Python. Once all the balls are scored in my game I want all the 'blockers' (prefabs that I have instantiated) to be removed from the screen and a new set to be spawned randomly on screen in random positions. The blocker prefabs spawn randomly when all balls are scored, however, the old prefabs, besides the one which deletes each time, stay on screen rather than deleting. I have tried looping through the blockers in the code below to delete and I think this is where the issue is as only one game object deletes at this stage:
if (SpawnManager.tempclonecount == 0 )
{
for (int i = 0; i < SpawnManager.blockeramounts; i++)
{
Destroy(gameObject);
}
SpawnManager.tempclonecount = 1;
}
SpawnManager is an empty object which I have used to spawn objects onto the screen, tempclonecount is a variable stating when the old game objects should be removed from the game. This part of the code works well. blockeramounts is the number of prefabs initially on screen and I hoped to loop through the number of prefabs would delete all of the prefabs. It only deletes one. How do I change this?
Here is the code for creating the blockers in spawn manager also, if helpful:
void Update()
{
int blockeramount = Random.Range(2, 7);
blockeramounts = blockeramount;
for (int i = 0; i < blockeramount; i++)
{
int blockerindex = Random.Range(0, blockerPrefabs.Length);
Instantiate(blockerPrefabs[blockerindex], new Vector3(Random.Range(-30, 30), 0, Random.Range(-30, 30)), blockerPrefabs[blockerindex].transform.rotation);
}
}
While reading your description of the problem I got a bit confused by some of the terms you used. That's all fine since you are new to Unity and still learning. What i managed to figure out is that you have a SpawnManager script attached to an empty game object which instantiates your blocker prefabs. Then in another script you are getting the SpawnManager refernce and checking if you should destroy the current ones and instantiate a new set.
First of all what i would do is, after instantiating an object, to store it in an array or a list
...
public List<GameObject> blockers = new List<GameObject>();
...
void Start()
{
...
}
void Update()
{
int blockeramount = Random.Range(2, 7);
blockeramounts = blockeramount;
for (int i = 0; i < blockeramount; i++)
{
int blockerindex = Random.Range(0, blockerPrefabs.Length);
var blocker = Instantiate(blockerPrefabs[blockerindex], new Vector3(Random.Range(-30, 30), 0, Random.Range(-30, 30)), blockerPrefabs[blockerindex].transform.rotation);
blockers.Add(blocker);
}
}
After which i would add a new method which does the check to see how many remaining blockers there are. This method should go inside SpawnManager.
public void CheckAndDeleteBlockers()
{
if (tempclonecount == 0 )
{
foreach(var blocker in blockers)
{
blockers.Remove(blocker);
Destroy(blocker);
}
}
}
And you should call it from the other script with:
...
public SpawnManager spawnManager;
...
void Start()
{
spawnManager = FindOjectOfType<SpawnManager>();
}
//for example
void Update()
{
spawnManager.CheckAndDeleteBlockers();
}
I understand the way you are trying to do this, but let's say that this isn't the correct way. I would suggest that you look up what object pooling is.
NOTE: The creator of the pooling tutorial that I mentioned above is a great source for Unity and C# beginners, so I would recommend that you watch some of his other videos. Good luck in learning Unity.
What I believe is causing your issue, is that your are only specifying one gameObject to be destroyed. You need to call Destroy() on each blocker you instantiated.
Hope my advice helps.

I want to activate a same animation for few different objects trough FOR loop. Animation don't sync and go in random intervals. Here is the code:

So, firstly, my scene is made out of 9 empty objects each one having spikes that have animation to pop out of the floor. I am making a game where you should avoid spikes and other projectiles. I tested this first with sprite renderer and changing colors, it worked perfectly. But when I want to activate animations using trigger (animations start from empty game state and go to their animations, then after it finishes they return to normal). I've looked trough every thing I could think of and I could not solve this. It always starts animations for 4-6 different animations and start them at the same time, but for some reason: AFTER FIRST SHOWING, every single time after first time spikes appear, 2/3 out of 4/6 always show late but start at same time. Weirdly first time it always works greatly. Any thoughts on what may cause this?
void Update()
{
if (spikeTimer > 0)
spikeTimer -= Time.deltaTime;
if (spikeTimer<0)
{
Function();
spikeTimer = spikeCooldown;
}
}
public void Function()
{
int x = Random.Range(4, 6);
List<int> included = new List<int>();
while (included.Count < x)
{
int y = Random.Range(1, 10);
if (!included.Contains(y))
{
included.Add(y);
}
}
foreach (int i in included)
{
print("aktiviran je broj" + i);
Spikes[i - 1].GetComponent<Spike>().ActivateSpike();
}
}
Now this is the ActivateSpike method that all Spikes in the scene contain
public void ActivateSpike()
{
SpriteRenderer sr = gameObject.GetComponent<SpriteRenderer>();
if (sr.color != Color.black)
{
sr.color = Color.black;
}
else
sr.color = Color.red;
/* Animator animator = gameObject.GetComponent<Animator>();
animator.SetTrigger("Activate");*/
}
You can see that I tried changing the sprite to square and changing its color, and it works perfectly...

Unity - Instantiated objects spawn on the same position in Coroutine, while instantiate them directly do spawn correctly

What i want to achieve:
Im creating a procedural generated city. I got the roads working, together with the spawning of the houses, they spawn along the road and dont get spawned if they are colliding with either the road and/or another building. Now since i sometimes i want to load a big city, this costs a lot of computing time, so i wanted to put in a Coroutine to slowly load in all the houses. (Please tell me if there is a better way, or a "correct" way, this is the only thing that i knew that could work).
What i did / Problem:
So what i did, is all the segments i use to create a house i put in a list, and once all the houses are pregenerated (not spawned/instantiated yet) i want to use the coroutine to spawn them individually. But whenever i use the coroutine to spawn them, they spawn inside eachother.
While if i spawn them directly from their script (still using the list) they do spawn correctly, i have no clue what i am doing wrong and how to fix this.
public void Spawner(Vector3 buildingPosition, Quaternion buildingRotation, int buildingHeight, GameObject buildingParent, LayerMask m_LayerMask, BuildingGenerator buildGenerator)
{
GameObject baseBuilding = buildingBase[Random.Range(0, buildingBase.Count)];
baseBuilding.transform.position = buildingPosition;
baseBuilding.transform.rotation = buildingRotation;
Debug.Log(baseBuilding.transform.position);
Collider[] hitColliders = Physics.OverlapBox(baseBuilding.transform.position, baseBuilding.GetComponentInChildren<Renderer>().bounds.extents /2, Quaternion.identity, m_LayerMask);
if (hitColliders.Count() > 1)
{
return;
}
buildGenerator.Segments.Add(baseBuilding);
buildingPosition.y += baseBuilding.GetComponentInChildren<Renderer>().bounds.max.y - buildingPosition.y;
for (int i = 0; i <= buildingHeight; i++)
{
buildingRotation *= Quaternion.Euler(0, 0, 0);
GameObject middleBuilding = buildingMiddle[Random.Range(0, buildingMiddle.Count)];
middleBuilding.transform.position = buildingPosition;
middleBuilding.transform.rotation = buildingRotation;
//buildGenerator.Segments.Add(middleBuilding);
buildingPosition.y += middleBuilding.GetComponentInChildren<Renderer>().bounds.max.y - buildingPosition.y;
}
if (buildingRoof.Count != 0)
{
GameObject roofBuilding = buildingRoof[Random.Range(0, buildingRoof.Count)];
roofBuilding.transform.position = buildingPosition;
roofBuilding.transform.rotation = buildingRotation;
buildGenerator.Segments.Add(roofBuilding);
}
Instantiate(buildGenerator.Segments[1]); //If i use this, they spawn on the correct place.
Debug.Log(buildGenerator.Segments.Count);
}
{
StartCoroutine(LoadSegments(buildingParent));
}
public IEnumerator LoadSegments(GameObject buildingParent)
{
for (int i = 0; i < Segments.Count; i++)
{
GameObject SpawnedSegment = Instantiate(Segments[i]);
//SpawnedSegment.transform.parent = buildingParent.transform;
yield return new WaitForEndOfFrame();
}
}
Extra info:
I make use of 3 scripts to spawn the whole city, the roadGenerator, which will spawn the roads, those road points get stored in a list. After the roads are generater the roadgenerator will call the building Generator. The building generator will go through the whole list of all the roads, and create buildings aside them, the buildings are created via a 3rd script (not instantiated). The building script, this script contains the building segments, and will piece them together and also check for collisions (First code block). Once these buildings are all created and put into a list, the buildingGenerator will start the coroutine and instantiate all these buildings (thus on the wrong position)(Second code block).
Hope i provided enough information, else id be happy to provide more.
Okay so i finally got it working. The problem was not at the coroutine, but at the list. My code would constantly override my list objects. So i created a new script, with basic attributes like the object, the position and rotation. So then i add those new scripts to the list, and spawn them in the coroutine. (In my comment i said i had some other problems after i fixed this, this is because i used .bounds.max.y, while i should have used .bounds.size.y. This is thus also the fix for that).
I hope someone in the future might find this helpful!

Unity paint circular healthbar dynamically

I got a circular healthbar. It updates, when the current or max life changes.
healthBar.fillAmount = currentHealth / maxHealth;
So this bar looks boring. There are no borders between the "pieces". When I got eight lifepoints I want to see eight parts there.
Super Mario 64 should be an excellent example
Important would be having small borders showing the lifepoints. Is this even possible?
I don't have 8 lifepoints. The lifepoints are not constant. They are set by the value X. Otherwise I could use a Texture, yes. Furthermore I want to increase the max life in the game, so everything has to work dynamically.
The simplest solution would be to create a thin line in a graphics editor, import it into Unity as a sprite, then add the sprite as an Image object in your scene.
If you have eight health pieces, you need 4 border lines spaced 45 degrees apart. The code below will clone the image as many times as you need (set via the field pieces, instead of X as you said) and rotate each clone round the z-axis.
public GameObject line; //Set your line image via the inspector here
private int pieces = 8;
public void DrawLines()
{
int linecount = pieces/2;
float angle = 360 / linecount;
for(int i = 0; i < linecount; i++)
{
GameObject clone = Instantiate(line, Vector3.zero,
Quaternion.Euler(0,0,(angle*i)));
}
}

How can I optimize this bottleneck Draw call?

I profiled my application (a game), and I noticed that this function is a (the!) bottleneck. In particular, this function is called a lot due to it's meaning: it draws windows of my game's skyscraper. The game is flowing horizontally so, everytime new skyscraper are generated and windows has to be drawn.
The method is simple: I load just one image of a window and then I use it like a "stencil" to draw every window, while I calculate its position on the skyscraper.
position_ is the starting position, based on top-left corner where I want to begin drawing
n_horizontal_windows_ and n_vertical_windows_ is self-explanatory and it is generated in constructor
skipped_lights_ is a matrix of bool that says if that particular light is on or off (off means don't draw the window)
delta_x is like the padding, the distance between a window and another.
w_window is the width of the window (every window has the same)
public override void Draw(SpriteBatch spriteBatch)
{
Vector2 tmp_pos = position_;
float default_pos_y = tmp_pos.Y;
for (int r = 0; r < n_horizontal_windows_; ++r)
{
for (int c = 0; c < n_vertical_windows; ++c)
{
if (skipped_lights_[r, c])
{
spriteBatch.Draw(
window_texture_,
tmp_pos,
overlay_color_);
}
tmp_pos.Y += delta_y_;
}
tmp_pos.X += delta_x_ + w_window_;
tmp_pos.Y = default_pos_y;
}
}
As you can see the position is calculated inside the loop.
Just an example of the result (as you can see I create three layers of skyscrapers):
How can I optimize this function?
You could always render each building to a texture and cache it while it's on screen. That way you only draw the windows once for each building. you will draw the entire building in one call after it's been cached, saving you from building it piece by piece every frame. It should prevent a lot of over-draw that you were getting each frame too. It will have a slight memory cost though.

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