Differentiate between button touch and screen touch - c#

I am making simple game in witch a player touches anywhere on the screen to do something. It is a kind of reflex game. At the same time I have button on the screen that allows to pause a game. The problem is that when I touch a button a game detects a screen touch at the same time and I would like to avoid that. I use a boolean that I change on button press but it still doesnt work properrly - game is paused just a fraction of the second after the screen touch is detected.
My pause game code:
GameControlerScript:
public static bool isPaused;
public void PauseGame()
{
isPaused = true; // this is static
Time.timeScale = 0.0f;
//more code here
}
and my touch detection in the script attached to different object:
void Update()
{
if (((Input.touchCount > 0 && Input.GetTouch(0).phase == TouchPhase.Began) || (Input.GetKeyDown(KeyCode.Space))) && !GameControllerScript.isPaused)
{
// code here starts to be executed and then pasues because of timescale
}
}
So is there a way to make get the change to the isPaused boolean before it detects scrren touch?

check it your touch is on the UI element then if it isn't call whatever method you call for normal input
public void Update()
{
foreach (Touch touch in Input.touches)
{
if (EventSystem.current.IsPointerOverGameObject(touch.fingerId))
{
// you touched at least one UI element
return;
}
}
// you didnt touched any UI element
// Do Something
}

Related

Unity forcing physics engine to check collisions

I am creating a game in unity where the player can drag one object (a card) over another (an enemy). If they drag the card over the enemy I want to run some code, and if not I want to return the card to its initial position. I placed a collider on both objects but it isnt working the way it should. I am assuming this is because the object is getting moved back to its initial location before the physics engine sees the collision, but I don't know how to fix this. I am deactivating the collider on the card while moving it to avoid having it trigger collisions until the player has placed it using the onmousedown and onmouseup events. Any tips on how to fix this behavior? can I force the physics engine to check collisions with the onmouseup event?
I know the collisions are working because when I turn off the return to initial position behavior the game functions as expected.
How about useing the collider as trigger and do not use rigidbodys or anything.
Then if there is a trigger enter event set bool as true. If there trigger exit reset the bool to false.
Now if you "Release" the card check if bool is true or false.
true: Set the cards position to the player or what you want
false: Reset the cards position to the start
Now beeing a little mroe fancy you can set a lighted border around the card when bool is active (just check in update)
Example:
public class Card : MonoBehaviour {
private bool isHolding;
private bool isHovering;
public Vector3 startPos;
public void Start() {
startPos = transform.position;
}
public void Update() {
// Code where you check if the card is Clicked and Moved by the player
// If so set isHolding = true
// dont enter the check if holding blablabla when animation stuff is happening
if (doAnimationStuff) {
// do animation
// Destroy Object
return;
}
// Code to check if isHolding == false
if (!isHolding) {
if (!isHovering) {
transform.position = startPos;
} else {
doAnimationStuff = true;
}
}
}
private void OnTriggerEnter(Collider other) {
// Check if other is a player
// if so set isHovering = true
}
private void OnTriggerExit(Collider other) {
// Check if other is a player
// if so set isHovering = false
}
}

How to check if a certain animation state from an animator is running?

I created an animator called "m4a4animator". Inside it, the main function is called "idle" (nothing), and other 2 states: "shoot" (mouse0) and "reload" (R). These 2 animation states are transitioned to "idle". Now, everything is working... but the only problem I have is this: if I am in the middle of reloading and and press mouse0 (shoot), the animation running state immediately changes to shoot... but I want to block that.
Now, the question: How can I stop CERTAIN animation changes while an animation is running?
Here is my animator
And here is my script:
using UnityEngine;
using System.Collections;
public class m4a4 : MonoBehaviour {
public Animator m4a4animator;
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
if (Input.GetKeyDown (KeyCode.R)) {
m4a4animator.Play("reload");
}
if (Input.GetMouseButton(0)) {
m4a4animator.Play("shoot");
}
}
}
For the legacy Animation system, Animation.IsPlaying("TheAnimatonClipName) is used to check if the animation clip is playing.
For the new Mechanim Animator system, you have to check if both anim.GetCurrentAnimatorStateInfo(animLayer).IsName(stateName) and anim.GetCurrentAnimatorStateInfo(animLayer).normalizedTime < 1.0f) are true. If they are then animation name is currently playing.
This can be simplified like the function like the Animation.IsPlaying function above.
bool isPlaying(Animator anim, string stateName)
{
if (anim.GetCurrentAnimatorStateInfo(animLayer).IsName(stateName) &&
anim.GetCurrentAnimatorStateInfo(animLayer).normalizedTime < 1.0f)
return true;
else
return false;
}
Now, everything is working... but the only problem I have is this: if
I am in the middle of reloading and and press mouse0 (shoot), the
animation running state immediately changes to shoot... but I want to
block that.
When the shoot button is pressed, check if the "reload" animation is playing. If it is, don't shoot.
public Animator m4a4animator;
int animLayer = 0;
// Update is called once per frame
void Update()
{
if (Input.GetKeyDown(KeyCode.R))
{
m4a4animator.Play("reload");
}
//Make sure we're not reloading before playing "shoot" animation
if (Input.GetMouseButton(0) && !isPlaying(m4a4animator, "reload"))
{
m4a4animator.Play("shoot");
}
}
bool isPlaying(Animator anim, string stateName)
{
if (anim.GetCurrentAnimatorStateInfo(animLayer).IsName(stateName) &&
anim.GetCurrentAnimatorStateInfo(animLayer).normalizedTime < 1.0f)
return true;
else
return false;
}
If you need to wait for the "reload" animation to finish playing before playing the "shoot" animation then use a coroutine. This post described how to do so.
There are other threads about that: https://answers.unity.com/questions/362629/how-can-i-check-if-an-animation-is-being-played-or.html
if (this.animator.GetCurrentAnimatorStateInfo(0).IsName("YourAnimationName"))
{
//your code here
}
this tells you if you are in a certain state.
Animator.GetCurrentAnimatorStateInfo(0).normalizedTime
this give you the normalized time of the animation: https://docs.unity3d.com/ScriptReference/AnimationState-normalizedTime.html
Try to play with those function, I hope that solve your problem

Detect Collision in Animation Event

I have animation Clip for swinging sword. At a specific frame, I added Event. I want when player swing sword, in that case only the enemy could die.
So I added the following OnTriggerEnter Code
void OnTriggerEnter(Collider col)
{
hit = true;
if (hit)
{
if (col.GetComponent<Collider>().tag == "enemy")
{
Destroy(col.gameObject);
}
}
}
When I try to add function OnTriggerEnter (in animation Clip) as animation Event, it is asking me to pass Collider parameter, Which i am not able to add.
Here is the screen shot of Add Event
Please help me , how can I add event with collider ( as parameter ) at a specific frame.. Thanks
Collision and Trigger events are called on their own on every frame.
Call another public method from animation event for your task and put necessary Boolean or Enum there to control collision, trigger after swinging the sword.
public void SwingingSword()
{
isSwingingSword = true; // make it false when not swinging the sword.
}
void OnTriggerEnter(Collider col)
{
hit = true; // not sure what it's job here
if (isSwingingSword && hit)
{
if (col.GetComponent<Collider>().tag == "enemy")
{
Destroy(col.gameObject);
}
}
}

Pause don't works (Unity c#)

I writing runner game on Unity (C#) for mobile phones.
I made Pause button on screen, using Canvas - Button.
Also I made code for Pause in Platformer2DUserControl script.
Here it is code of this script:
using UnityEngine;
using UnitySampleAssets.CrossPlatformInput;
namespace UnitySampleAssets._2D
{
[RequireComponent(typeof(PlatformerCharacter2D))]
public class Platformer2DUserControl : MonoBehaviour
{
private PlatformerCharacter2D character;
private bool jump;
public bool paused;
private void Awake()
{
character = GetComponent<PlatformerCharacter2D>();
paused = false;
}
private void Update()
{
/*if (Input.GetButton("Fire1"))
{
}*/
if (!jump)
// Read the jump input in Update so button presses aren't missed.
jump = Input.GetButton("Fire1"); //&& CrossPlatformInputManager.GetButtonDown("Jump");
}
private void FixedUpdate()
{
// Read the inputs.
bool crouch = Input.GetKey(KeyCode.LeftControl);
// float h = CrossPlatformInputManager.GetAxis("Horizontal");
// Pass all parameters to the character control script.
character.Move(1, false, jump);
jump = false;
}
public void Pause()
{
if (!jump)
// Read the jump input in Update so button presses aren't missed.
jump = Input.GetButton("Fire1"); //&& CrossPlatformInputManager.GetButtonDown("Jump");
paused = !paused;
if (paused)
{
jump = !jump;
Time.timeScale = 0;
}
else if (!paused)
{
// jump = Input.GetButton("Fire1");
Time.timeScale = 1;
}
}
}
}
My Pause Button is WORKS well. But when I tap it , my character is jumping and game is pausing.
I want to make that , when I tapping the button game just pausing and character don't jump.
How I can make it. Thank's for help.
I would advise you not to use the same input for jumping and pausing. Also, separate your jump and pause functionalities into separate functions. For pausing, create a UI button on the screen and make it call a public function on a Pause script, that will toggle pause. Then, in the same function, check if you are paused or not and adjust Time.timescale accordingly
You will have to attach the script with pause functionality on to an object that will always be in a screen (Say, a panel in your canvas or your MainCamera). Under the button, add a new onClick() function after dragging the GO with the apt script to the box. Then, select the public function aforementioned.
private bool paused = false;
//The function called by the button OnClick()
public void TogglePause()
{
paused = !paused;
if(paused)
Time.timescale = 0f;
else
Time.timescale = 1f;
}
Hope this helped!
Well, your code is messed up, but just remove the jump script from the pause method. So it will just pause...
public void Pause()
{
paused = !paused;
if (paused)
{
Time.timeScale = 0;
}
else
{
Time.timeScale = 1;
}
}
Note that Input.GetButton should only be called in Update
EDIT
The problem that you have to tap your screen to press the button. And the code jump = Input.GetButton("Fire1"); basically means "Am I tapping the screen?" So both JUMP and PAUSE are triggered.
One solution would be to put a canvas filling the whole screen under your buttons. You will trigger a JUMP action only when this canvas is clicked. So when you click your pause button, it will stop the propagation and won't click the full screen canvas, which won't trigger the jump action.
EDIT2
Try changing the lines (in the Update function) :
if (!jump)
// Read the jump input in Update so button presses aren't missed.
jump = Input.GetButton("Fire1");
for :
if (!jump && !paused)
// Read the jump input in Update so button presses aren't missed.
jump = Input.GetButton("Fire1");
I think the button event is called before the Update, see reference
One solution would be possible make sure the raycast on of pause button.
I have always done it like this, essentially surround the entire fixed update (or wherever you have your game motion) with the paused-bool
private void FixedUpdate()
{
if (paused != true){
// Read the inputs.
bool crouch = Input.GetKey(KeyCode.LeftControl);
// float h = CrossPlatformInputManager.GetAxis("Horizontal");
// Pass all parameters to the character control script.
character.Move(1, false, jump);
jump = false;
}
}

unity particle doen't play second time

I have a particle system defined in my game objects. When I call Play it plays (it plays for 5 seconds by design). when I call Play again nothing happens. I tried to call Stop and Clear before recalling Play but that didn't help.
Can particle systems play more than once?
My code is in this method, which is called when a button is clicked.
public void PlayEffect()
{
for (int i=0;i<3;i++)
{
NextItemEffectsP[i].Stop();
NextItemEffectsP[i].Clear();
NextItemEffectsP[i].Play();
}
}
NextItemEffectsP is an array that contains particles that I populate in the editor
You should rework how your bullet works. Have some code on the bullet Prefab to control when it gets destroyed.
private float fuse = 1.0;
private float selfDestructTimer;
void Awake() {
// Time.time will give you the current time.
selfDestructTimer = Time.time + fuse;
}
void Update() {
if (selfDestructTimer > 0.0 && selfDestructTimer < Time.time) {
// gameObject refers to the current object
Destroy(gameObject);
}
}
Then with that control set up, you'll always just create new bullets whenever the fire button is pressed.

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