Score Count not working on a prefab - c#

This is semi complicated of a question but I'll do my best to explain it:
I am making this mobile game in which you have to shoot four cubes. I'm trying to make it so when the cubes are shot by a bullet, they're destroyed and a UI text says 1/4, to 4/4 whenever a cube is shot. But it's being really weird and only counts to 1/4 even when all four cubes are shot and destroyed. I put these two scripts on the bullets (I made two separate scripts to see if that would do anything, it didn't)
And to give a better idea of what I'm talking about, here's a screenshot of the game itself.
I've been using Unity for about 6 days, so I apologize for anything I say that's noob-ish.
EDIT
So I combined the two scripts onto an empty gameobject and here's the new script:
using UnityEngine;
using System.Collections;
using UnityEngine.UI;
public class GameManagerScript : MonoBehaviour {
public GameObject cubes;
public Text countText;
public int cubeCount;
public Transform target;
// Use this for initialization
void Start () {
}
void OnTriggerEnter(Collider other)
{
cubes = other.gameObject;
}
// Update is called once per frame
void Update () {
cubes.transform.position = Vector3.MoveTowards(transform.position, target.position, 1f * Time.deltaTime);
if (cubes.gameObject.tag == "BULLET")
{
cubeCount = cubeCount + 1;
countText.text = cubeCount + "/4";
cubes.SetActive(false);
}
}
}
ANOTHER EDIT
I tried everything, so is there a way to detect when all the children in a parent on the Hierarchy are destroyed? Instead of counting up? This can give a better idea:
So I want to be able to detect when Cube, Cube1, Cube2, and Cube3 have all been destroyed.

The answer is pretty simple: Since every individual bullet has that script, each bullet has its own score.
For something like a score you want a single spot to store it, e.g. a script on an empty gameobject that serves as game controller. Just access that in the collision and increase the score (maybe have a look on singletons here).
You can combine those two scripts and actually it might be better to not have this on the bullet, but on the target because there are probably less of them which will save you some performance. (And it does more sense from a logical point of view.)
Edit:
I assume you create the bullets using Instantiate with a prefab. A prefab (= blueprint) is not actually in the game (only objects that are in the scene/hierarchy are in the game). Every use of Instantiate will create a new instance of that prefab with it's own version of components. A singleton is a thing that can only exist once, but also and that is why I mention it here, you can access it without something like Find. It is some sort of static. And an empty gameobject is just an object without visuals. You can easily create one in unity (rightclick > create empty). They are typically used as container and scriptholders.
Edit:
What you want is:
An empty gameobject with a script which holds the score.
A script that detects the collision using OnTriggerEnter and this script will either be on the bullets or on the targets.
Now, this is just a very quick example and can be optimized, but I hope this will give you an idea.
The script for the score, to be placed on an empty gameobject:
public class ScoreManager : MonoBehaviour
{
public Text scoreText; // the text object that displays the score, populate e.g. via inspector
private int score;
public void IncrementScore()
{
score++;
scoreText.text = score.ToString();
}
}
The collision script as bullet version:
public class Bullet : MonoBehaviour
{
private ScoreManager scoreManager;
private void Start()
{
scoreManager = GameObject.FindWithTag("GameManager").GetComponent<ScoreManager>(); // give the score manager empty gameobject that tag
}
private void OnTriggerEnter(Collider other)
{
if(other.CompareTag("Target") == true)
{
// update score
scoreManager.IncrementScore();
// handle target, in this example it's just destroyed
Destroy(other.gameObject);
}
}
}

Related

Unity Transform not updating position realtime

I am trying to create a simple scriptable object for my shoot ability. I have that aspect working, but as I try to set my Transform to my player, it does not update the shoot position. I am very new to C#, and this script isnt complete. I still need to add the functionality to destroy the created objects. Any help would be greatly appreciated. I suspect I need to add an update function but im am not certain how to do this.
using UnityEngine.InputSystem;
using UnityEngine.AI;
using UnityEngine;
namespace EO.ARPGInput
{
[CreateAssetMenu]
public class Shoot : Ability
{
public Transform projectileSpawnPoint;
public GameObject projectilePrefab;
public float bulletSpeed = 10;
public float bulletLife = 3;
public override void Activate(GameObject parent)
{
var projectile = Instantiate(projectilePrefab, projectileSpawnPoint.position, projectileSpawnPoint.rotation);
projectile.GetComponent<Rigidbody>().velocity = projectileSpawnPoint.forward * bulletSpeed;
Destroy(projectile, bulletLife);
void OnCollisionEnter(Collision collision)
{
Destroy(projectile);
}
}
}
}
I'm still new to Unity and coding also, so take my advice with a load of salt :P.
It may be best to have a transform on your character (say just past the barrel of the player's gun) that you can put as the projectileSpawnPoint. In your code the projectileSpawnPoint is never set. Your first line of code in the "Activate" method should be something like:
public override void Activate(GameObject parent)
{
projectileSpawnPoint = playerGunBarrelTransform.transform.position;
var projectile = Instantiate(projectilePrefab, projectileSpawnPoint.position, projectileSpawnPoint.rotation);
projectile.GetComponent<Rigidbody>().velocity = projectileSpawnPoint.forward * bulletSpeed;
Destroy(projectile, bulletLife);
For destroying the projectile afterward you can keep it as you have it in OnCollision. howeer, with bullets in particular, since they tend to be instantiated A LOT and then destroyed afterward it would be best to use an object pooler for them to instantiate several of them on start and then disable and enable them as needed so you can resuse them instead of making new ones every time.
you have to create a new script that derives from Monobehaviour for your projectiles. attach that script to the projectile prefab and place the OnCollisionEnter method in that script. now your projectiles should get destroyed when touching another collider. make sure that there is a rigidbody component attached to the projectile.

C# (Galaga Style Project) - Limit Projectile Prefab Clones based on Hierarchy

I am trying to practice creating a clone of Galaga following the same ruleset as the original. I am currently stuck trying to attempt a limit on the amount of cloned prefabs that can be in the scene at any one time, in the same way that Galaga's projectiles are limited to 2 on screen at any time. I want to make it so the player can shoot up to two projectiles, which destroy after 2 seconds or when they collide (this part is functioning), followed by not being able to shoot if two projectile clones are active and not yet destroyed in the hierarchy (Not working as I can instantiate projectiles over the limit of 2).
I have combed through Google for about 3 hours with no solutions that have worked for me, at least in the ways that I had attempted to implement them.
Thank y'all so much for the help!
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class playerController : MonoBehaviour
{
public float moveSpeed = 1.0f;
public playerProjectile projectile;
public Transform launchOffset;
public int maxBullets = 0;
private GameObject cloneProjectile;
public Rigidbody2D player;
// Start is called before the first frame update
void Start()
{
player = this.GetComponent<Rigidbody2D>();
}
// Update is called once per frame
void Update()
{
MovePlayer();
PlayerShoot();
}
public void MovePlayer()
{
player.velocity = new Vector2(Input.GetAxis("Horizontal"), Input.GetAxis("Vertical")) * moveSpeed;
}
public void PlayerShoot()
{
if (Input.GetKeyDown(KeyCode.Z))
{
var cloneProjectile = Instantiate(projectile, launchOffset.position, launchOffset.rotation);
maxBullets++;
if (maxBullets >= 3)
{
Destroy(cloneProjectile, 0.1f);
maxBullets --;
return;
}
}
}
}
You could change the logic up a bit. An instance of the playerController class is active as long as the game is active, so it will know and retain the value of 'maxBullets' until you die or exit the program.
So instead, every time you click "z", the first thing you should do is run the check. If the current amount of live projectiles equals the maximum, have the logic 'return' and exit out of the method.

Unity 2D: Gravitational Pull

I'm working on a small game: I want all GameObjects to be pulled into the middle of the screen where they should collide with another GameObject.
I tried this attempt:
using UnityEngine;
using System.Collections;
public class Planet : MonoBehaviour
{
public Transform bird;
private float gravitationalForce = 5;
private Vector3 directionOfBirdFromPlanet;
void Start ()
{
directionOfGameObjectFromMiddle = Vector3.zero;
}
void FixedUpdate ()
{
directionOfGameObjectFromMiddle = (transform.position-bird.position).normalized;
bird.rigidbody2D.AddForce (directionOfGameObjectFromMiddle * gravitationalForce);
}
}
sadly I can't get it to work. I've been told that I have to give the object that is being pulled another script but is it possible to do this just with one script that is used on the object that pulls?
So first you have a lot of typos / code that doesn't even compile.
You use e.g. once directionOfBirdFromPlanet but later call it directionOfGameObjectFromMiddle ;) Your Start is quite redundant.
As said bird.rigidbody2D is deprecaded and you should rather use GetComponent<Rigidbody2D>() or even better directly make your field of type
public Rigidbody2D bird;
For having multiple objects you could simply assign them to a List and do
public class Planet : MonoBehaviour
{
// Directly use the correct field type
public List<Rigidbody2D> birds;
// Make this field adjustable via the Inspector for fine tuning
[SerializeField] private float gravitationalForce = 5;
// Your start was redundant
private void FixedUpdate()
{
// iterate through all birds
foreach (var bird in birds)
{
// Since transform.position is a Vector3 but bird.position is a Vector2 you now have to cast
var directionOfBirdFromPlanet = ((Vector2) transform.position - bird.position).normalized;
// Adds the force towards the center
bird.AddForce(directionOfBirdFromPlanet * gravitationalForce);
}
}
}
Then on the planet you reference all the bird objects
On the birds' Rigidbody2D component make sure to set
Gravity Scale -> 0
you also can play with the Linear Drag so in simple words how much should the object slow down itself while moving
E.g. this is how it looks like with Linear Drag = 0 so your objects will continue to move away from the center with the same "energy"
this is what happens with Linear Drag = 0.3 so your objects lose "energy" over time

A collision triggers an animation

I am trying to make my player hit an object, destroying the object and triggering an animation, but everything I try causes an error. I am relatively new at c# so the answer may be obvious but I need help. How can I set it up so that the collision will cause the object to disappear and the player to play an animation? Here is the script I am currently trying.
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class succ : MonoBehaviour
{
public float speed = .15f;
public static float jumpSpeed = 170f;
void Start()
{
GetComponent<ConstantForce2D>().enabled = false;
GameObject.Find("goal");
}
public bool animation_bool;
private object coll;
private object other;
void Update()
{
OnCollisionStay2D(Collision2D coll);
{
if (coll.gameObject.tag == "succ") ;
{
animation_bool = true;
GetComponent<Animator>().SetBool("succ", animation_bool);
GetComponent<ConstantForce2D>().enabled = true;
Destroy(other.object);
}
}
}
private void Destroy(object gameObject)
{
throw new NotImplementedException();
}
private void OnCollisionStay2D(Collision2D collision2D, object coll)
{
throw new NotImplementedException();
}
}
There are a few things I can see that are wrong, but I'll start by answering your question.
I suggest you change your MonoBehaviour method OnCollisionStay2D to OnCollisionEnter2D. OnCollisionStay2D is "sent each frame where a collider on another object is touching this object's collider". OnCollisionEnter2D is "sent when an incoming collider makes contact with this object's collider".
I believe you are looking for the latter since you only want to trigger this once during the collision. You are also destroying the other object, making it impossible to call OnCollisionStay2D anymore even if you wanted to do so.
You should also remove your Update method. I honestly do not understand what you are trying to achieve there now. All of the OnCollision methods get called automatically; you do not have to call them yourself.
Then you can use the Awake and OnCollisionEnter2D methods as follows
public class Succ : MonoBehaviour
{
private Animator animator;
private void Awake()
{
// You can already get a reference to the Animator on Awake
// This way you do not have to do it on every collision
animator = GetComponent<Animator>();
}
// Use OnCollisionEnter2D instead since the code
// needs to be excecuted only once during the collision
private void OnCollisionEnter2D(Collision2D collision)
{
if (collision.gameObject.CompareTag("succ")
{
// Assuming that you only want to trigger an animation once
// to reflect attacking or colliding, you could use SetTrigger
// instead. Otherwise you need to use SetBool again to set it
// back to false. You should then change the Animator parameter
// accordingly, from a bool to a trigger.
animator.SetTrigger("succ");
Destroy(collision.gameObject);
}
}
}
Apart from this, I have a few things I would like to comment on:
I am not sure what you are trying to achieve by setting your ConstantForce2D component to false on Start and then setting it to true on collision.
You seem to be using GameObject.Find on Start. GameObject.Find is something that should be very rarely used. It can be extremely expensive, especially if your Scene has a lot of GameObjects in it; this is because it simply goes through the Hiearchy, comparing the parameter string to names of GameObjects until it either finds a match or runs out of GameObjects.
Moreover, you are using GameObject.Find on Start to look for a GameObject, but then you do not store that anywhere, making the whole finding process completely pointless.
Overall, I recommend you to take a look at all of the different learning resources offered by Unity themselves. Your question is about fairly basic functionality that is certainly covered during all of the different tutorials.

unity 2 object spawn on button click

I'm trying to make a grenade throwing script but when i test it, it always spawn 2 grenade at the same time.
public class GrenadeThrow : MonoBehaviour {
public GameObject bulletprefab;
float speed =20f;
// Use this for initialization
void Start () { }
// Update is called once per frame
void Update () {
if (Input.GetButtonUp("Fire1"))
{
Camera cam = Camera.main;
GameObject Grenade = Instantiate(bulletprefab, cam.transform.position + cam.transform.forward, cam.transform.rotation);
Grenade.GetComponent<Rigidbody>().AddForce(cam.transform.forward * speed, ForceMode.Impulse);
}
}
}
First of all, Input.GetButtonDown is more appropriate for this than Input.GetButtonUp. You can try it and see if Input.GetButtonDown is still what you want.
when i test it, it always spawn 2 grenade at the same time
Assuming that this is the actual code you are using to spawn and throw Objects, then it should work fine.
There two likely problems:
1.The GrenadeThrow script is likely attached to the-same GameObject multiple times.
2.The problem is likely to be that you have your GrenadeThrow script attached to multiple GameObjects. It should only be attached to one GameObject.

Categories