Unity2D no bullet trail while shooting at enemy - c#

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.

Related

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

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.");
}
}

Unity Multiplayer sending position and update to partner, socket.io

I'm trying to make a 2D multiplayer game and I encountered the next problem: animation and movement are not displayed correctely to partner. They have a small delay and the character looks judder. My annimation has 3 states: (IDLE, MOVE AND JUMP).Both objects have rigidbody component - player1,player 2. My code looks like this:
Sending position from player 1 to player 2: GameController.cs
public PlayerManager player1;
public PartenerManager player2;
void Update () // CODE TO SEND POSITION
{
if (player1.transform.position.x!=position.x || player1.transform.position.y!=position.y || player1.transform.position.z !=position.z)
{
int state = player1.getState();
position = new Vector3(player1.transform.position.x, player1.transform.position.y, player1.transform.position.z);
Dictionary<string, string> data = new Dictionary<string, string>();
data["position"] = position.x + ";" + position.y + ";" + position.z;
data["state"] = state.ToString(); // this is for the state of the annimation
socket.Emit("MOVE", new JSONObject(data));
}
}
// RECEIVING POSITION
void Start () {
socket.On("MOVED", onUserMove);
}
void onUserMove(SocketIOEvent obj)
{
string stare = obj.data.GetField("state").ToString();
stare = stare.Substring(1);
stare = stare.Substring(0, stare.Length - 1);
player2.setPositionState(JsonToVector3(JsonToString(obj.data.GetField("position").ToString(),"\"")),int.Parse(stare));
}
Recieveing and displaying the position at player 2: PartnerManager.cs
public class PartenerManager : MonoBehaviour {
public bool gotmove=false;
public float speedX = 6;
private string playerName;
public Text username;
Animator anim;
Rigidbody2D rb;
bool facingRight;
float speed;
Vector3 vec3;
int stare;
void Start () {
rb = GetComponent<Rigidbody2D>();
anim = GetComponent<Animator>();
facingRight = true;
}
void Flip()
{
if ((speed> 0 && !facingRight) || (speed < 0 && facingRight))
{
facingRight = !facingRight;
Vector3 temp = transform.localScale;
temp.x *= -1;
transform.localScale = temp;
}
}
public void setPositionState(Vector3 ve,int st)
{
gotmove = true;
vec3 = ve;
stare = st;
}
void FixedUpdate ()
{
if (gotmove==true)
{
if (transform.position.x < vec3.x)
{
Debug.Log("RIGHT");
speed = speedX;
}
if (transform.position.x > vec3.x)
{
Debug.Log("Left");
speed= -speedX;
}
if (transform.position.x == vec3.x)
{
speed = 0;
}
transform.position = vec3;
Flip();
anim.SetInteger("State", stare);
gotmove = false;
}
}
}
Player 1 code: PlayerManager.cs
public class PlayerManager : MonoBehaviour {
public float speedX=6;
public float jumpSpeedY=300;
private string playerName;
public Text username;
Animator anim;
Rigidbody2D rb;
bool facingRight;
bool jumping;
bool grounded;
float speed;
int numJumps = 0;
void Start ()
{
anim = GetComponent<Animator>();
rb = GetComponent<Rigidbody2D>();
facingRight = true;
grounded = false;
}
public int getState()
{
return anim.GetInteger("State");
}
void Update ()
{
MovePlayer(speed);
Flip();
}
void MovePlayer(float playerSpeed)
{
if ((playerSpeed < 0 && !jumping) || (playerSpeed>0 && !jumping))
{
anim.SetInteger("State", 1);
}
if(playerSpeed==0 && !jumping)
{
anim.SetInteger("State", 0);
}
rb.velocity = new Vector3(speed, rb.velocity.y, 0);
}
void Flip()
{
if((speed>0 && !facingRight) || (speed<0 && facingRight))
{
facingRight = !facingRight;
Vector3 temp = transform.localScale;
temp.x *= -1;
transform.localScale = temp;
}
}
void OnCollisionEnter2D(Collision2D other)
{
if(other.gameObject.tag=="ground")
{
jumping = false;
numJumps = 0;
grounded = true;
anim.SetInteger("State", 0);
}
}
public void WalkLeft()
{
speed = -speedX;
}
public void WalkRight()
{
speed = speedX;
}
public void StopMoving()
{
speed = 0;
}
public void Jump()
{
grounded = false;
if (grounded == true && numJumps >= 2)
{
numJumps = 0;
}
if (numJumps < 2 )
{
jumping = true;
if (numJumps == 0)
{
rb.AddForce(new Vector2(rb.velocity.x, jumpSpeedY));
}
else
{
rb.AddForce(new Vector2(rb.velocity.x, jumpSpeedY-100));
}
anim.SetInteger("State", 2);
numJumps++;
}
}
}
I resolved the problem. When you send the position you have also to send the rotation - quaternion . Here is my solution:
IMPORTANT: in the rigidbodycomponent, the z ax rotation must be checked
PartnerManager.cs - partner. The object that have to be sync
public class PartenerManager : MonoBehaviour
public Text username;
Vector3 targetPosition;
Quaternion targetRotation;
Animator anim;
bool facingRight;
int state;
void Start()
{
anim = GetComponent<Animator>();
facingRight = true;
anim.SetInteger("State", 0);
}
void Flip()
{
facingRight = !facingRight;
Vector3 temp = transform.localScale;
temp.x *= -1;
transform.localScale = temp;
}
public void setPositionState(Vector3 pozitie, Quaternion rotatie, int stare)
{
targetPosition = pozitie;
targetRotation = rotatie;
state = stare;
}
void ApplyMovement()
{
Debug.Log("pozitie actuala:" + transform.position.x + " pozitie mutata: " + targetPosition.x);
if (transform.position.x < targetPosition.x)
{
if (facingRight != true)
{
Flip();
facingRight = true;
}
}
if (transform.position.x > targetPosition.x)
{
if (facingRight == true)
{
Flip();
facingRight = false;
}
}
transform.position = Vector3.Lerp(transform.position, targetPosition, 0.5f);
transform.rotation = Quaternion.Lerp(transform.rotation, targetRotation, 0.5f);
anim.SetInteger("State", state);
}
void FixedUpdate()
{
ApplyMovement();
}
GameController.cs - the controlloer. Here i send and receive the message with the position
if (player1.transform.position.x != position.x || player1.transform.position.y != position.y || player1.transform.position.z != position.z)
{
int state = player1.getState();
position = new Vector3(player1.transform.position.x, player1.transform.position.y, player1.transform.position.z);
Dictionary<string, string> data = new Dictionary<string, string>();
data["position"] = position.x + ";" + position.y + ";" + position.z;
data["state"] = state.ToString();
data["rotation"] = player1.transform.rotation.x + ";" + player1.transform.rotation.y + ";" + player1.transform.rotation.z + ";" + player1.transform.rotation.w;
socket.Emit("MOVE", new JSONObject(data));
}
Quaternion JsonToQuaternion(string target)
{
Quaternion newVector;
string[] newString = Regex.Split(target, ";");
newVector = new Quaternion(float.Parse(newString[0]), float.Parse(newString[1]), float.Parse(newString[2]),float.Parse(newString[3]));
return newVector;
}
void onUserMove(SocketIOEvent obj)
{
string stare = obj.data.GetField("state").ToString();
stare = stare.Substring(1);
stare = stare.Substring(0, stare.Length - 1);
Vector3 pozitie = JsonToVector3(JsonToString(obj.data.GetField("position").ToString(), "\""));
Quaternion rotatie= JsonToQuaternion(JsonToString(obj.data.GetField("rotation").ToString(), "\""));
int state = int.Parse(stare);
//Debug.Log("Partener: pozitie: " + pozitie + " rotatie " + rotatie + " stare: " + stare);
player2.setPositionState(pozitie,rotatie,state);
//player2.setPositionState(JsonToVector3(JsonToString(obj.data.GetField("position").ToString(),"\"")),int.Parse(stare));
}

touch control to move cube (in an array that generates them) left and right

I am moving an object that consists of two cubes: left and right. These cubes are randomly generated on the y-axis upwards.
I am able to move them left and right with no problem, however, when I move one of the cubes left or right they all move.
How am I able to only move one of the cubes when touched only left or right rather than all of them? Here is my code below:
Generate cubes code:
public Transform block;
public Transform player;
private float objectSpawnedTo = 5.0f;
public static float distanceBetweenObjects = 5.0f;
private float nextCheck = 0.0f;
private ArrayList objects = new ArrayList();
void Start () {
maintenance(0.0f);
}
void Update () {
float playerX = player.position.y;
if(playerX > nextCheck)
{
maintenance(playerX);
}
}
private void maintenance(float playerX)
{
nextCheck = playerX + 30;
for (int i = objects.Count-1; i >= 0; i--)
{
Transform blck = (Transform)objects[i];
if(blck.position.y < (transform.position.y - 30))
{
Destroy(blck.gameObject);
objects.RemoveAt(i);
}
}
spawnObjects(5);
}
private void spawnObjects(int howMany)
{
float spawnX = objectSpawnedTo;
for(int i = 0; i<howMany; i++)
{
Vector3 pos = new Vector3(-3.5f,spawnX, 0);
//float firstRandom = Random.Range(-6.0f, 1.0f);
Transform blck = (Transform)Instantiate(block, pos, Quaternion.identity);
//blck.localScale+=new Vector3(firstRandom*2,0,0);
objects.Add(blck);
//pos = new Vector3(0,spawnX, 0);
//blck = (Transform)Instantiate(block, pos, Quaternion.identity);
//blck.localScale +=new Vector3((8.6f-firstRandom)*2,0,0);
//objects.Add(blck);
spawnX = spawnX + distanceBetweenObjects;
}
objectSpawnedTo = spawnX;
}
}
Cube-control code:
public float speed = 5;
// Use this for initialization
void Start () {
}
void Update() {
if (Input.touchCount > 0 && Input.GetTouch(0).phase == TouchPhase.Moved) {
// Get movement of the finger since last frame
Vector3 touchDeltaPosition = Input.GetTouch(0).deltaPosition;
// Move object across XY plane
transform.Translate(touchDeltaPosition.x * speed, 0, 0);
Vector3 boundaryVector = transform.position;
boundaryVector.x = Mathf.Clamp (boundaryVector.x, -5.5f, -2.8f);
transform.position = boundaryVector;
}
}
}
The problem is your cube-control code has no condition in it about which cube is selected : you simply wait for Input.touchCount to be > 0 and then move the cube. So all the cube having this script will move.
I think what you need to do is a raycast to check which cube has been "touched" and then only move it if raycast is successful :
[SerializeField]
private float speed = 0.5f;
private int MAX_TOUCH_COUNT = 5;
private bool[] touched;
protected void Start()
{
touched = new bool[MAX_TOUCH_COUNT];
}
void Update()
{
if (Input.touchCount > 0)
{
for(int i = 0; i < (Input.touchCount <= MAX_TOUCH_COUNT ? Input.touchCount : MAX_TOUCH_COUNT); i++)
{
if(touched[i] && Input.GetTouch(i).phase == TouchPhase.Ended)
{
touched[i] = false;
}
else if (!touched[i] && Input.GetTouch(i).phase == TouchPhase.Began)
{
Ray ray = Camera.main.ScreenPointToRay(Input.GetTouch(i).position);
RaycastHit hitInfo;
if (Physics.Raycast(ray, out hitInfo))
{
if (hitInfo.transform.GetComponentInChildren<*YOUR_CUBE_CONTROL_CLASS_NAME*>() == this)
{
touched[i] = true;
}
}
}
else if (touched[i] && Input.GetTouch(i).phase == TouchPhase.Moved)
{
// Get movement of the finger since last frame
Vector3 touchDeltaPosition = Input.GetTouch(i).deltaPosition;
// Move object across XY plane
transform.Translate(touchDeltaPosition.x * speed, 0, 0);
Vector3 boundaryVector = transform.position;
boundaryVector.x = Mathf.Clamp (boundaryVector.x, -5.5f, -2.8f);
transform.position = boundaryVector;
}
}
else
{
touched = false;
}
}
}
Hope this help,

How to make Bullet initiate from the direction the player is in

I am making 2D game in Unity.
In this I wanted to add a bullet with a limited number of shots.
The bullet fires in the direction in which the player is but always initiate from the right side even if the player is facing left side. And I have limited the bullet count to 3.
How do I put delay in between the occurrence of the bullets?
1st Script (Bullet)
public class Bullet : MonoBehaviour {
private Player player;
public float speed = 1f;
public int abc = 2;
// Use this for initialization
void Start () {
player = GameObject.Find ("Player").GetComponent<Player> ();
if (player.aa.x == transform.localScale.x)
abc = 1;
}
// Update is called once per frame
public void Update () {
if (abc == 1)
rigidbody2D.velocity = new Vector3 (transform.localScale.x, 0, 1) * speed;
else
rigidbody2D.velocity = new Vector3 (transform.localScale.x, 0, 1) * speed;
}
}
2nd Script (Player)
public class Player : MonoBehaviour {
public float speed = 10f;
public Vector2 maxVelocity = new Vector2(3, 5);
public bool standing;
public float jetSpeed = 15f;
public float airSpeedMultiplier = .3f;
public AudioClip leftFootSound;
public AudioClip rightFootSound;
public AudioClip thudSound;
public AudioClip rocketSound;
public Vector3 aa = new Vector3(1,1,1);
private Animator animator;
private PlayerController controller;
void Start(){
controller = GetComponent<PlayerController> ();
animator = GetComponent<Animator> ();
}
void PlayLeftFootSound(){
if (leftFootSound)
AudioSource.PlayClipAtPoint (leftFootSound, transform.position);
}
void PlayRightFootSound(){
if (rightFootSound)
AudioSource.PlayClipAtPoint (rightFootSound, transform.position);
}
void PlayRocketSound(){
if (!rocketSound || GameObject.Find ("RocketSound"))
return;
GameObject go = new GameObject ("RocketSound");
AudioSource aSrc = go.AddComponent<AudioSource> ();
aSrc.clip = rocketSound;
aSrc.volume = 0.7f;
aSrc.Play ();
Destroy (go, rocketSound.length);
}
void OnCollisionEnter2D(Collision2D target){
if (!standing) {
var absVelX = Mathf.Abs(rigidbody2D.velocity.x);
var absVelY = Mathf.Abs(rigidbody2D.velocity.y);
if(absVelX <= .1f || absVelY <= .1f){
if(thudSound)
AudioSource.PlayClipAtPoint(thudSound, transform.position);
}
}
}
// Update is called once per frame
void Update () {
var forceX = 0f;
var forceY = 0f;
var absVelX = Mathf.Abs (rigidbody2D.velocity.x);
var absVelY = Mathf.Abs (rigidbody2D.velocity.y);
if (absVelY < .2f)
standing = true;
else
standing = false;
if (controller.moving.x != 0) {
if (absVelX < maxVelocity.x) {
forceX = standing ? speed * controller.moving.x : (speed * controller.moving.x * airSpeedMultiplier);
aa = transform.localScale = new Vector3 (forceX > 0 ? 1 : -1, 1, 1);
}
animator.SetInteger ("AnimState", 1);
} else {
animator.SetInteger ("AnimState", 0);
}
if (controller.moving.y > 0) {
PlayRocketSound();
if (absVelY < maxVelocity.y)
forceY = jetSpeed * controller.moving.y;
animator.SetInteger ("AnimState", 2);
} else if (absVelY > 0) {
animator.SetInteger("AnimState", 3);
}
rigidbody2D.AddForce (new Vector2 (forceX, forceY));
}
}
3rd Script (PlayerController)
public class PlayerController : MonoBehaviour {
public Vector2 moving = new Vector2();
public int Bulletlimit = 0;
public int MaxBulletlimit = 3;
public float bulletDelay = 3f;
public bool Gun;
public Bullet bullet;
// Use this for initialization
void Start () {}
// Update is called once per frame
void Update () {
moving.x = moving.y = 0;
if (Input.GetKey ("right")) {
moving.x = 1;
} else if (Input.GetKey ("left")) {
moving.x = -1;
}
if (Input.GetKey ("up")) {
moving.y = 1;
} else if (Input.GetKey ("down")) {
moving.y = -1;
}
if (Input.GetKey ("s")) {
if(Gun){
if(Bulletlimit < MaxBulletlimit)
{
Bullet clone = Instantiate (bullet, transform.position, Quaternion.identity) as Bullet;
Bulletlimit = Bulletlimit + 1;
}
}
}
}
public void BulletCount() {
Bulletlimit = Bulletlimit - 1;
}
}
1) There is an easy method to know where to position your bullets and which direction to shoot. Add a child dummy gameobject under your character that will be used as bullet's initial position. Position it where you want. Now this gameobject moves and rotates relative to your character. Use it's transform.position and transform.rotation.forward when you instantiate bullets.
2) Keep current time when user fired a bullet in a variable like private float lastShotTime;. Update it's value when you fired a bullet lastShotTime = Time.time. Then when user wants to shoot another bullet, check if enough time has passed since last shot if (Time.time > lastShotTime + fireDelay) { Shoot(); }.

Raycasting unknown error

I have this problem which I have been trying to figure out for quite some time already. The code I have below is almost complete. I just need to add this additional feature it should work how I want it to work.
So what I want to implement into the code is the make alertedLock false when !withinRange.
But for some reason no matter how i do it. It doesnt work. Because the problem i have is that, when i implement some kind of code to do that, everything goes back to normal.
Thanks in advance.
Edit
The script should be doing this:
If player !withinRange && !withinAngle of enemy then, enemy.color.blue;
If player !withinRange && withinAngle of enemy then, enemy.color.blue;
If player withinRange && !withinAngle of enemy then, enemy.color.red;
If player withinRange && withinAngle of enemy then, enemy.color.green;
If player withinRange && touchRestrictedRaycast of enemy then, enemy.color.magenta (forever) unless !withinRange && !withinAnge
The problem is 5. I dont know how to code 5.
Edit
When i tried to code it outside the forloop , that is,
if (alertedLock && !withinRange) {
alertedLock = false;
}
Does doesnt solve the problem. It returns the solution to where alertedLock is always false
Even when i try to apply it inside the for loop. Such like,
if(withinRange) {
// Inside
if(alertedLock) {
gameObject.renderer.material.color = Color.magenta;
}
if(!alertedLock) {
if(enemyAngleTLUP || enemyAngleTLLEFT) {
alertedLock = true;
}
if(withinAngle) {
gameObject.renderer.material.color = Color.green;
}
if(!withinAngle) {
gameObject.renderer.material.color = Color.red;
}
}
}
if (!withinRange){
if(alteredLock) {
alertedLock = false;
}
}
There is a problem when i do this, its because once it detects the first raycast detection. It ignores the rest, and so it has this color state problem.
I found out this problem on my earlier questions, here:
https://gamedev.stackexchange.com/questions/90329/raycast-flashing-problem
Edit
alertedLock is just a bool which determines when the player has touched the restricted raycast. Due to the fact the player can only kill the enemy from a certain range and angle (withinRange && withinAngle). This is why we have alertedLock.
However, when alertedLock is true. It can only be turned off when the player isnt within the kill range of the enemy (!withinRange)
using UnityEngine;
using System.Collections;
public class Script_v2 : MonoBehaviour {
// Player Properties
private GameObject player;
public Vector3 playerSize;
private Vector3 playerTransform;
public Vector3 playerTransformTL;
public Vector3 playerTransformTR;
public Vector3 playerTransformBL;
public Vector3 playerTransformBR;
private Vector3 newPlayerTransformTL;
private Vector3 newPlayerTransformTR;
private Vector3[] playerRaycastPoints;
// Enemy Properties
private Vector3 enemyTransformTL;
private Vector3 enemyTransformTR;
private Vector3 enemyTransformBL;
private Vector3 enemyTransformBR;
public float distance;
public Vector3 enemySize;
// Detection Alerts
public bool outOfVision;
public bool alerted;
public bool alertedLock;
public bool withinRange;
public bool withinAngle;
public bool dead;
Ray ray;
RaycastHit hit;
// Use this for initialization
void Start () {
playerRaycastPoints = new Vector3[4];
distance = 3f;
player = GameObject.FindGameObjectWithTag ("Player");
}
// Update is called once per frame
void Update () {
enemyTransformTL = new Vector3 (transform.position.x - 0.5f, transform.position.y + 0.5f, transform.position.z);
enemyTransformTR = new Vector3 (transform.position.x + 0.5f, transform.position.y + 0.5f, transform.position.z);
enemyTransform_TL_TR ();
Reference_Player_Transform_Points ();
Player_Transform_Points_Detection ();
Debug.Log (alerted + " " + alertedLock);
}
void OnDrawGizmos() {
Gizmos.color = Color.blue;
Gizmos.DrawWireSphere (new Vector3(transform.position.x - 0.5f, transform.position.y + 0.5f, transform.position.z), distance);
//Gizmos.DrawWireSphere (new Vector3(transform.position.x + 0.5f, transform.position.y + 0.5f, transform.position.z), distance);
}
public void enemyTransform_TL_TR() {
if (alertedLock && !withinRange) {
alertedLock = false;
}
if (!alertedLock) {
gameObject.renderer.material.color = Color.blue;
}
for (int i = 0; i < playerRaycastPoints.Length; i++) {
double enemyAngleTL = Mathf.Atan2(playerRaycastPoints[i].y - ( transform.position.y + 0.5f ),
playerRaycastPoints[i].x - ( transform.position.x - 0.5f )) * 180f / 3.14159265f;
//Debug.Log (enemyAngleTL);
double enemyAngleTR = Mathf.Atan2 (playerRaycastPoints[i].y - (transform.position.y + 0.5f),
playerRaycastPoints[i].x - (transform.position.x + 0.5f)) * 180f / 3.14159265f;
Vector3 directionTL = (playerRaycastPoints[i] - enemyTransformTL).normalized;
Ray rayTL = new Ray(enemyTransformTL, directionTL);
RaycastHit hitTL;
Vector3 directionTR = (playerRaycastPoints[i] - enemyTransformTR).normalized;
Ray rayTR = new Ray (enemyTransformTR, directionTR);
RaycastHit hitTR;
withinRange = Physics.Raycast (rayTL, out hitTL, distance);
withinAngle = enemyAngleTL > 90 && enemyAngleTL < 180;
RaycastHit hitTPUP;
RaycastHit hitTPLEFT;
bool enemyAngleTLUP = Physics.Raycast(enemyTransformTL, Vector3.up, out hitTPUP, distance);
bool enemyAngleTLLEFT = Physics.Raycast(enemyTransformTL, Vector3.left, out hitTPLEFT, distance);
Debug.DrawRay(enemyTransformTL, Vector3.up * distance);
Debug.DrawRay(enemyTransformTL, Vector3.left * distance);
if(withinRange) {
// Inside
if(alertedLock) {
gameObject.renderer.material.color = Color.magenta;
}
if(!alertedLock) {
if(enemyAngleTLUP || enemyAngleTLLEFT) {
alertedLock = true;
}
if(withinAngle) {
gameObject.renderer.material.color = Color.green;
}
if(!withinAngle) {
gameObject.renderer.material.color = Color.red;
}
}
}
}
}
private void Reference_Player_Transform_Points() {
playerSize = player.transform.localScale;
playerTransformTL = new Vector3(player.transform.position.x - (playerSize.x / 2),
player.transform.position.y + playerSize.y / 2,
player.transform.position.z);
playerTransformTR = new Vector3(player.transform.position.x + (playerSize.x / 2),
player.transform.position.y + playerSize.y / 2,
player.transform.position.z);
playerTransformBL = new Vector3(player.transform.position.x - (playerSize.x / 2),
player.transform.position.y - playerSize.y / 2,
player.transform.position.z);
playerTransformBR = new Vector3(player.transform.position.x + (playerSize.x / 2),
player.transform.position.y - playerSize.y / 2,
player.transform.position.z);
playerRaycastPoints [0] = playerTransformTL;
playerRaycastPoints [1] = playerTransformTR;
playerRaycastPoints [2] = playerTransformBL;
playerRaycastPoints [3] = playerTransformBR;
/*
Debug.Log (playerTransformTL);
Debug.Log (playerTransformTR);
Debug.Log (playerTransformBL);
Debug.Log (playerTransformBR);
*/
}
private void Player_Transform_Points_Detection() {
float eTLpTL = Vector3.Distance (enemyTransformTL, playerTransformTL);
float eTLpTR = Vector3.Distance (enemyTransformTL, playerTransformTR);
float eTLpBL = Vector3.Distance (enemyTransformTL, playerTransformBL);
float eTLpBR = Vector3.Distance (enemyTransformTL, playerTransformBR);
float eTRpTL = Vector3.Distance (enemyTransformTR, playerTransformTL);
float eTRpTR = Vector3.Distance (enemyTransformTR, playerTransformTR);
float eTRpBL = Vector3.Distance (enemyTransformTR, playerTransformBL);
float eTRpBR = Vector3.Distance (enemyTransformTR, playerTransformBR);
float eTLMin = Mathf.Min (eTLpTL, eTLpTR, eTLpBL, eTLpBR);
if (eTLMin == eTLpTL) {
newPlayerTransformTL = playerTransformTL;
// Debug.Log("eTLpTL");
}
else if(eTLMin == eTLpTR) {
newPlayerTransformTL = playerTransformTR;
// Debug.Log("eTLpTR");
}
else if(eTLMin == eTLpBL) {
newPlayerTransformTL = playerTransformBL;
// Debug.Log("eTLpBL");
}
else if(eTLMin == eTLpBR) {
newPlayerTransformTL = playerTransformBR;
// Debug.Log("eTLpBR");
}
float eTRMin = Mathf.Min (eTRpTL, eTRpTR, eTRpBL, eTRpBR);
if(eTRMin == eTRpTL) {
newPlayerTransformTR = playerTransformTL;
// Debug.Log("eTRpTL");
}
else if(eTRMin == eTRpTR) {
newPlayerTransformTR = playerTransformTR;
// Debug.Log("eTRpTR");
}
else if(eTRMin == eTRpBL) {
newPlayerTransformTR = playerTransformBL;
// Debug.Log("eTRpBL");
}
else if(eTRMin == eTRpBR) {
newPlayerTransformTR = playerTransformBR;
// Debug.Log("eTRpBR");
}
}
}

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