Attacking closest target C# - c#

I'm very new to the programming / scripting scene and I'm following a tutorial for making a basic controller and combat system (Birds view RPG). Thing is the tutorial will be making a "click to attack" (targeting) when me myself want to make a "attack closest enemy" type of combat.
What I have managed to do so far is having 3 opponents but I'm only able to attack 1 of them, thats where the instructor starts to add a targeting script which I wanna avoid. I tried finding someone else with a somewhat similar problem on answers.unity3d.com and tried to incorporate the code into my own project. The result seems to be slightly lacking and need help figuring out what it might be!
I did see many similar problems and tried to copy/paste code but there always seem to be minor issues I'm not familiar solving. (For example getting Tags to work?)
///Player code:
using UnityEngine;
using System.Collections;
public class Player : MonoBehaviour {
public string name;
public int health;
public int damage;
public float range;
public Transform opponent;
void Start ()
{
}
void Update ()
{
Player. ();
}
void Player.Attack()
{
if(Input.GetKeyUp (KeyCode.Space))
{
if(Vector3.Distance(opponent.transform.position, transform.position);
{
if(opponent != null && Vector3.Distance (opponent.position, Transform.position) < Range)
{
opponent.GetComponent<Enemy>().GetHit(damage);
}
}
///Enemy code:
using UnityEngine;
using System.Collections;
public class Enemy : MonoBehaviour
{
public string name = "Monster";
public int health;
public int damage;
void Start ()
{
}
void Update ()
{
}
public void GetHit(int playerDamage)
{
health = health - playerDamage;
}
void OnMouseOver()
{
Player.opponent = Transform;
}
}

Related

Unity 2D - Attack system only works while moving

I've recently started coding on Unity, trying to make a game. So long it's been fine, but I faced a problem.
I've implemented a script for the Attack System:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class AttackDamage : MonoBehaviour
{
private float attackDamage = 20;
private void OnTriggerEnter2D(Collider2D other)
{
if (other.GetComponent<Health>() != null)
{
Health health = other.GetComponent<Health>();
health.TakeDamage(attackDamage);
}
}
}
And I also implemented one for the Health System:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
public class Health : MonoBehaviour
{
public Image healthBar;
public float healthAmount = 100;
private void Update()
{
if (healthAmount <= 0)
{
SceneManager.LoadScene(0);
}
}
public void TakeDamage(float Damage)
{
healthAmount -= Damage;
healthBar.fillAmount = healthAmount / 100;
}
public void Healing(float healPoints)
{
healthAmount += healPoints;
healthAmount = Mathf.Clamp(healthAmount, 0, 100);
healthBar.fillAmount = healthAmount / 100;
}
}
And it works prety well.
But as you read on the title, the attack only actually works right after I move. If I try to attack while I'm not moving, the attackArea appears on the scene, but doesn't deal damage. And i can't figure out why.
Do you have any idea on what could be the problem?
Here there's also a video of what actually happens, in the game:
https://drive.google.com/drive/folders/1BTYTNz_yzus-eRLnjsgB0hsYLU5sQm2k?usp=sharing
I have no idea on how to solve this problem, since I've copied the code from a source online, which actually works prorperly.
The code is exactly the same, apart form the script for the Health System, which is not shown on the video, but which also shouldn't make that much of a difference.
So i really don't know how to handle this.
Thanks for the help :)
If you are looking to deal continuous damage while any health-character is in the trigger, use OnTriggerStay2d instead.
Otherwise, if you are looking to deal damage when the user presses a button, you can do the following:
Have a hit-box collider that stores all enemy in range. (By adding enemy to a list when it enters the hit-box, and removing them from list when they exit.)
When the attack is triggered, fetch all enemy in the list from 1. and deal damage to all.
Code-wise, looks something like this:
public class AttackDamage : MonoBehaviour
{
private HashSet<Health> inRange = new HashSet<Health>();
private float attackDamage = 20;
private void OnTriggerEnter2D(Collider2D other)
{
if (other.GetComponent<Health>() != null)
{
// Add to set of characters that are in range of attack
inRange.Add(other.GetComponent<Health>());
}
}
private void OnTriggerExit2D(Collider2D other)
{
var charHealth = other.GetComponent<Health>();
if (charHealth != null) {
// Remove, since it exit the range of the attacking character.
inRange.Remove(charHealth);
}
}
// Call this function whenever you want to do damage to all characters in range.
public void Attack(){
foreach(var character in inRange){
character.TakeDamage(attackDamage);
}
}
}
Then somewhere else... (example, in your player.)
public class YourPlayer {
// ...
// Inspector reference to the hitbox
[SerializeField]
private AttackDamage attackHitbox;
private void Update(){
// Attack when button is pressed (or something).
if (Input.GetKeyDown(KeyCode.A)) {
attackHitbox.Attack();
}
}
// ...
}
Finally, if you are looking to deal damage at specific points in an animation, the term you should search for is Key-Frame. Look for a tutorial on Animation, then Key-Frame.
Once you learn about it, you can use the above mentioned method, but call the damage script on your desired key-frames.

Unity - Actions Being Called Twice - OnTriggerEnter, OnClick, EVERYTHING? [closed]

Closed. This question is not reproducible or was caused by typos. It is not currently accepting answers.
This question was caused by a typo or a problem that can no longer be reproduced. While similar questions may be on-topic here, this one was resolved in a way less likely to help future readers.
Closed 10 months ago.
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So I'm creating a Sheep Counter Game and yesterday, when I went to bed everything was working great. Today, when I opened Unity up to do some finishing touches, everything I'm doing is being called twice...
So when I click the start button it calls the start game twice, then when my sheep hit obstacles it calls OnTriggerEnter twice. Idk what I did wrong or what happened and would prefer to not have to restart the whole project...
Console Log
Counter Script
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using TMPro;
public class Counter : MonoBehaviour
{
public TMP_Text savedText;
public TMP_Text deadText;
private int savedCount = 0;
private int deadCount = 0;
private void Start()
{
savedCount = 0;
deadCount = 0;
}
public void AddSavedSheep()
{
savedCount++;
savedText.text = "Saved: " + savedCount;
}
public void AddDeadSheep()
{
deadCount++;
deadText.text = "Dead: " + deadCount;
}
}
Sheep Script
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SheepControls : MonoBehaviour
{
private Rigidbody rb;
[Header("Movement")]
[Tooltip("How fast to move GameObject Forward.")]
public float forwardSpeed = 4.0f;
[Tooltip("Apply this much force to Rigidbody.")]
public float jumpForce = 5.0f;
private float groundY;
[Space]
[SerializeField] private bool jumping;
[SerializeField] private bool isDestroyed;
[SerializeField] private bool isSaved;
public ParticleSystem explosionParticles;
private Counter counter;
void Start()
{
rb = GetComponent<Rigidbody>();
groundY = (transform.position.y)+0.02f;
counter = FindObjectOfType<Counter>();
}
void Update()
{
transform.Translate(forwardSpeed * Time.deltaTime * Vector3.forward);
if (Input.GetKeyDown(KeyCode.Space) && !jumping)
{
if(transform.position.y < groundY)
{
Jump();
}
}
jumping = false;
}
private void Jump()
{
jumping = true;
rb.AddForce(Vector3.up * jumpForce);
}
private void OnTriggerEnter(Collider other)
{
if (other.CompareTag("ExplosiveWire"))
{
if (isDestroyed) return;
else
{
Debug.Log("Hit Wire");
isDestroyed = true;
Destroy(gameObject);
Instantiate(explosionParticles, transform.position,
explosionParticles.transform.rotation);
}
counter.AddDeadSheep();
}
if (other.CompareTag("Goal"))
{
if (isSaved) return;
else
{
Debug.Log("Reached Goal");
isSaved = true;
Destroy(gameObject);
}
counter.AddSavedSheep();
}
}
private void OnCollisionEnter(Collision collision)
{
if (collision.gameObject.CompareTag("Sheep"))
{
Physics.IgnoreCollision(this.GetComponent<Collider>(),
collision.gameObject.GetComponent<Collider>());
}
}
}
GameManager Script
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class GameManager : MonoBehaviour
{
public bool isGameActive;
public GameObject titleScreen;
public GameObject sheepControllerPrefab;
public void StartGame(int difficulty)
{
titleScreen.SetActive(false);
isGameActive = true;
InvokeRepeating(nameof(SpawnSheepWave), 2.0f, 2.0f);
}
public void Restart()
{
SceneManager.LoadScene(SceneManager.GetActiveScene().name);
}
public void SpawnSheepWave()
{
Instantiate(sheepControllerPrefab, transform.position,
transform.rotation);
}
}
Start Button Script
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class DifficultyButton : MonoBehaviour
{
private Button button;
private GameManager gameManager;
[Header("Difficulty Level")]
[Tooltip("The spawn rate will be divided by this number.")]
public int difficulty;
void Start()
{
gameManager = GameObject.Find("GameManager").GetComponent<GameManager>();
button = GetComponent<Button>();
button.onClick.AddListener(SetDifficulty);
}
public void SetDifficulty()
{
Debug.Log(gameObject.name + " was clicked.");
gameManager.StartGame(difficulty);
}
}
So, it's actually adding the score twice, so originally I thought maybe I need to do an isDestroyed or isSaved check and added that to the script but nothing seems to keep it from adding the score twice, or thinking I clicked the start button twice.
Double increment of the score
I feel like my code is fine, I just don't know what is going on with it and why it is calling everything twice. Do you think there is a solution, or that I might just have to recreate the game in a new project?
Would trying to disable the box collider when it enters the trigger maybe fix the problem?
There is only one BoxCollider on the sheep, and the one BoxCollider on the fence, and one BoxCollider on the goal. They all have rigid bodies and the calls are being made correctly, they just happen two times at once.
Thanks for any help you guys can provide!
I also tried moving the increment step before or after the if statements to see if it would do anything different but I get the same results.
private void OnTriggerEnter(Collider other)
{
if (other.CompareTag("ExplosiveWire"))
{
if (isDestroyed) return;
else
{
Debug.Log("Hit Wire");
isDestroyed = true;
Destroy(gameObject);
Instantiate(explosionParticles, transform.position,
explosionParticles.transform.rotation);
counter.AddDeadSheep();
}
}
if (other.CompareTag("Goal"))
{
if (isSaved) return;
else
{
Debug.Log("Reached Goal");
isSaved = true;
Destroy(gameObject);
counter.AddSavedSheep();
}
}
}
[Edit]
Added Image of scripts attached to game objects.
Scripts Attached to Game Objects
Each click you call start on your difficulty button. Which has already run. So you will get 2. See the choices in your start button inspector

Next Scene not loading when requested to

I have created a game where when the user breaks all the blocks he is taken to the next scene but this is not happening despite adding all of the scenes I have in the build settings. I have no errors whatsoever and the scene is written correctly. Can someone help me resolve this, please?
This is the build settings
Bricks script : (where the scene is called)
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Bricks : MonoBehaviour {
public LevelManager myLevelManager;
public static int brickCount = 0;
public int maxNumberOfHits = 0;
int timesHit;
public AudioClip BlockBreaking;
// Use this for initialization
void Start () {
timesHit = 0;
if(this.gameObject.tag == "BrickHit")
{
brickCount++;
}
if(this.gameObject.tag == "BrickHitTwice")
{
brickCount++;
}
}
void OnCollisionEnter2D()
{
timesHit++;
if (timesHit == maxNumberOfHits)
{
brickCount--;
Destroy(this.gameObject);
}
if(brickCount == 0)
{
myLevelManager.LoadLevel("Level1.2"); //THIS SCENE IS NOT LOADING
}
if(this.gameObject.tag == "BrickHit") //If the gameObject (Block One Point) with the tag "BrickHit" is hit
{
Scores.scoreValue += 1;//The user will be rewarded 1 point
AudioSource.PlayClipAtPoint(BlockBreaking, transform.position);
}
if(this.gameObject.tag == "BrickHitTwice") //If the gameObject (Block Two Points) with the tag "BrickHitTwice" is hit
{
Scores.scoreValue += 2; //The user will be rewarded 2 points
AudioSource.PlayClipAtPoint(BlockBreaking, transform.position);
}
}
LevelManager Script:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class LevelManager : MonoBehaviour {
public void LoadLevel(string name)
{
print("Level loading requested for" + name);
SceneManager.LoadScene(name);
}
I suspect that your bug may lie in the fact that you're Destroy()ing the gameObject before it can load the next scene; you get a race condition on what will finish first; LoadScene or Destroy() - which would explain why it sometimes work. You should never assume it is a bug in the framework before understanding your problem.
Try putting the Destroy() after the LoadScene() or with a delay to understand if this is your issue.
Also, your LevelManager can be made static and doesn't need to inherit from MonoBehaviour since it doesn't use gameObject functionality.
public static class LevelManager {
public static void LoadLevel(string name)
{
print("Level loading requested for" + name);
SceneManager.LoadScene(name);
}
}
Used by doing LevelManager.LoadLevel("MyLevel");, but then you may question what is more effective, doing LevelManager.LoadLevel or SceneManager.LoadLevel, as they will do the exact same thing.
The main issue that you're having is not having a single source to check brickCount instead each individual brick is maintaining its own count. I would recommend moving the brick counting logic into a separate class. It would seem like LevelManager would a good place for it. So in LevelManager add:
private int brickCount = 0;
public void AddBrick()
{
brickCount++;
}
public void RemoveBrick()
{
brickCount--;
// Check if all bricks are destroyed
if (brickCount == 0)
{
LoadLevel("Level1.2");
}
}
And then in your brick script:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Bricks : MonoBehaviour {
public LevelManager myLevelManager;
public int maxNumberOfHits = 0;
int timesHit;
public AudioClip BlockBreaking;
// Use this for initialization
void Start () {
timesHit = 0;
myLevelManager.AddBrick();
// I'm not sure why you were checking the tag here, since the result was the same
}
void OnCollisionEnter2D()
{
timesHit++;
if (timesHit == maxNumberOfHits)
{
myLevelManager.RemoveBrick();
Destroy(this.gameObject);
}
/* This looks like the player is getting score whether the brick is destroyed or not. Also, it would appear the player won't get scored on the final brick */
if(this.gameObject.tag == "BrickHit") //If the gameObject (Block One Point) with the tag "BrickHit" is hit
{
Scores.scoreValue += 1;//The user will be rewarded 1 point
AudioSource.PlayClipAtPoint(BlockBreaking, transform.position);
}
if(this.gameObject.tag == "BrickHitTwice") //If the gameObject (Block Two Points) with the tag "BrickHitTwice" is hit
{
Scores.scoreValue += 2; //The user will be rewarded 2 points
AudioSource.PlayClipAtPoint(BlockBreaking, transform.position);
}
}
}

"Field BackGroundElement.speed is never assigned to, and will always have its default value 0"

Getting this while trying to make a game on Unity, I pretty much copied this code from a source, yet it's still not working can anyone explain why?
It's underlined green and its speed;
This is also happening on another field labled backgroundElements;
public class BackgroundElement : MonoBehaviour{
[SerializeField]
private float **speed;**
public void Move()
{
transform.Translate(Vector2.left * speed * Time.smoothDeltaTime);
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GameManager : MonoBehaviour
{
[SerializeField]
private BackgroundElement[] backgroundElements;
void Start()
{
}
void Update()
{
if (true)
{
foreach (BackgroundElement element in backgroundElements)
{
element.Move();
}
}
}
}

How to achieve awareness of "kill" events in a scene

I have been doing a RPG game in Unity with C # and when doing a system of quests, specifically those of killing a certain number of enemies, I found the problem of having 3 enemies in the scene and being the target of the quest: Kill 3 enemies. If I kill them before activating the quest and later active the quest does not give me the reward (in this case experience). How can I tell the enemies and make that if the quest detects that I have already killed the necessary enemies to get the quest give me the reward equally?
Here the two needed scripts i think:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class QuestObject : MonoBehaviour {
public int questNumber;
public QuestManager qManager;
public string startText;
public string endText;
public bool isItemQuest;
public string targetItem;
public bool isEnemyQuest;
public string targetEnemy;
public int enemiesToKill;
private int enemyKillCount;
private PlayerStats playerStats;
public int EXPToGive;
void Start () {
playerStats = FindObjectOfType <PlayerStats> ();
}
void Update () {
if (isItemQuest) {
if (qManager.itemCollected == targetItem) {
qManager.itemCollected = null;
EndQuest ();
}
}
if (isEnemyQuest) {
if (qManager.enemyKilled == targetEnemy) {
qManager.enemyKilled = null;
enemyKillCount++;
}
if (enemyKillCount >= enemiesToKill) {
EndQuest ();
}
}
}
public void StartQuest (){
qManager.ShowQuestText (startText);
}
public void EndQuest (){
qManager.ShowQuestText (endText);
playerStats.AddEXP (EXPToGive);
qManager.questCompleted [questNumber] = true;
gameObject.SetActive (false);
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EnemyHealth : MonoBehaviour {
public int startingHealth;
public int currentHealth;
public GameObject damageBurst;
private PlayerStats playerStats;
public int EXPToGive;
public string enemyQuestName;
private QuestManager qManager;
void Start ()
{
// Setting up the references.
//anim = GetComponent <Animator> ();
//enemyAudio = GetComponent <AudioSource> ();
//enemyMovement = GetComponent <EnemyMovement> ();
//enemyAttacking = GetComponentInChildren <EnemyAttack> ();
// Set the initial health of the player.
currentHealth = startingHealth;
playerStats = FindObjectOfType <PlayerStats> ();
qManager = FindObjectOfType <QuestManager> ();
}
void Update ()
{
if (currentHealth <= 0) {
qManager.enemyKilled = enemyQuestName;
Destroy (gameObject);
playerStats.AddEXP (EXPToGive);
}
}
public void TakeDamage (int amountDamage)
{
// Reduce the current health by the damage amount.
currentHealth -= amountDamage;
Instantiate (damageBurst, transform.position, transform.rotation);
}
public void SetMaxHelth () {
currentHealth = startingHealth;
}
}
One Aproach would be to create some type of "WorldManager" which counts every Enemy which has been slain. And when Starting a quest this quest could check the WorldManagers kill count and add it to it's own count.
public void StartQuest (){
qManager.ShowQuestText (startText);
this.enemyKillCount += worldManager.GetKillCount();
}
In your enemy class you have to add a kill to your worldManager.
void Update ()
{
if (currentHealth <= 0) {
qManager.enemyKilled = enemyQuestName;
this.worldManager.AddKill(this)
Destroy (gameObject);
playerStats.AddEXP (EXPToGive);
}
}
Alternative:
Make your QManager be aware of every kill in a Scene.
You can achieve this through many ways.
One of them is passing your EnemyObject an reference of your Qmanager and do the same as with the "WorldManager" provided above, or you use Messaging and fire a Message targeting the QManager when an enemy is slain.
Alternative 2:
Throw an Event when an enemy has been slain and subscribe to it on your QManager/WorldManager. This way u can reuse your enemy class in every game. From my point of view static dependencies are evil, but there are many discussions and SO and everywhere on the internet about that.
You can several approach. The most straight-forward is to use static.
The purpose of static is for the variable/method to belong to the class instead of an instance of the class.
In your case, you want each enemy to have its own health, this cannot be static.
And you want to count how many instances there are in the scene from the class. So static is fine.
public class Enemy:MonoBehaviour
{
private static int enemyCount = 0;
public static int EnemyCount {get{ return enemyCount;} }
public event Action<int> RaiseEnemyDeath;
public static void ResetEnemyCount(){
enemyCount = 0;
}
private int health;
public void Damage(int damage)
{
CheckForDamage(); // here you check that damage is not neg or too big...
this.health -= damage;
if(this.health <= 0)
{
OnDeath();
}
}
void OnActivate()
{
enemyCount++;
this.health = 20;
}
void OnDeath()
{
enemyCount--;
RaiseEnemyDeath(enemyCount); // Should check for nullity...
}
}
This one is fairly simple. The first part is all static and is relevant to the class. The second part is relevant to the instance. If you use a pool of enemy and then reuse the same instance multiple times, the OnActivate method is called when you make the enemy alive in the scene (it may have been there for a while as inactive). Then when the health is down, kill the enemy (there are not all the required actions there...) and trigger the event.
Using the public static property, you can know what is the enemy count from a GameManager (Enemy should not affect the gameplay, only takes care of the enemy).
public class GameManager:MonoBehaviour
{
void Start()
{
Enemy.RaiseEnemyDeath += Enemy_RaiseEnemyDeath;
}
void Enemy_RaiseEnemyDeath(int count)
{
if(count < 0){ // End of level }
// You can also access enemyCount
int count = Enemy.EnemyCount;
}
}
The good point of using this principle is that Enemy has no clue about GameManager and can be reused in another game without any modification. The GameManager is a higher level entity and knows about it.

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