Detect if enemy is facing Player - c#

I am making a game in which if the distance is less than 2 and the enemy is facing the player, text comes up with a restart option. In the update there is an if and else statement which should detect if the enemy is behind or in front of the player. However, the in front option seems to be called once the distance is less than 2, regardless of if the player is facing the npc.
This script is attached to the Enemy:
using UnityEngine;
using System.Collections;
using UnityEngine.UI;
public class EnemyFollow : MonoBehaviour {
Transform player;
Transform enemy;
public GameObject EnemyCaughtCam;
public Text SheCaughtYou;
public GameObject Restart;
public float Speed = 3f;
public float rotS = 3f;
public float sT = 3f;
NavMeshAgent nav;
float timeTillOptionsMenu = 3.0f;
// Use this for initialization
void Awake() {
player = GameObject.FindGameObjectWithTag ("MainCamera").transform;
//enemy = GameObject.FindGameObjectWithTag ("Enemy").transform;
nav = GetComponent<NavMeshAgent> ();
EnemyCaughtCam.SetActive(false);
SheCaughtYou.text = "";
}
// Update is called once per frame
void Update () {
nav.SetDestination (player.position);
DistanceDeath();
if (npcIsFacingPlayer (player)&& !playerIsFacingNpc(player))
print ("Behind");
else if (npcIsFacingPlayer (player)&& playerIsFacingNpc(player))
print ("In Front");
DistanceDeath ();
}
public void DistanceDeath(){
float distance = Vector3.Distance(player.transform.position,
transform.position);
if (distance < 2 ){
EnemyCaughtCam.SetActive(true);
SheCaughtYou.text = "SHE CAUGHT YOU!";
timeTillOptionsMenu -= Time.deltaTime;
if(timeTillOptionsMenu < 0)
{
Restart.SetActive(true);
}
}
}
public bool npcIsFacingPlayer(Transform other)
{
Vector3 toOther =
other.position - transform.position;
return (Vector3.Dot(toOther, transform.forward) > 0);
}
public bool playerIsFacingNpc(Transform other)
{
Vector3 toOther =
transform.position - other.position;
return (Vector3.Dot(toOther, other.forward) > 0);
}
}

First, you are missing some brackets, second there is an stra DistanceDeathcall, here is how your function Update is read:
// Update is called once per frame
void Update () {
nav.SetDestination (player.position);
/** what does the call do here? */
DistanceDeath();
if (npcIsFacingPlayer (player)&& !playerIsFacingNpc(player))
print ("Behind");
else if (npcIsFacingPlayer (player)&& playerIsFacingNpc(player))
print ("In Front");
/** are you missing brackets here? Distance Death is always called */
DistanceDeath ();
}

Related

AI wandering state doesn't seem to work right

I've been trying to make an AI system that would follow specific waypoints and once the player character walks into the trigger zone, the AI would start chasing the character and vice versa.
It seems that this does kind of work, but the AI only moves to one waypoint and then stops until the player walks into the trigger zone; after which if the player walks out, it again only goes to one waypoint then stops again.
I have multiple waypoints and I just want it to keep cycling through them, but it just goes to one of them and stops.
using System.Collections;
using System.Collections.Generic;
using Unity.VisualScripting;
using UnityEditor;
using UnityEngine;
using UnityEngine.AI;
using UnityEngineInternal;
public class AILocomotion : MonoBehaviour
{
public Transform playerTransform;
NavMeshAgent agent;
Animator animator;
public float maxTime = 1.0f;
public float maxDistance = 1.0f;
float timer = 0.0f;
bool moveTowards = false;
bool followWaypoint = false;
float deaccel= 0.5f;
float calVelocity = 0.0f;
public Transform[] points;
private int destPoint = 0;
public string animState;
void Start()
{
agent = GetComponent<NavMeshAgent>();
animator = GetComponent<Animator>();
moveTowards = false;
followWaypoint = true;
}
// Update is called once per frame
void Update()
{
if (moveTowards == true)
{
timer -= Time.deltaTime;
if (timer < 0.0f)
{
float sqDistance = (playerTransform.position - agent.destination).sqrMagnitude;
if (sqDistance > maxDistance * maxDistance)
{
agent.destination = playerTransform.position;
}
}
animator.SetFloat("Speed", agent.velocity.magnitude);
}
else if (!moveTowards && agent.velocity.magnitude>0.0f)
{
calVelocity = agent.velocity.magnitude;
calVelocity -= Time.deltaTime * deaccel;
animator.SetFloat("Speed", calVelocity);
}
//CHECKS IF BOTH CONDITIONS HAVE MET AND RUNS THE WAYPOINT FOLLOWING CODE
if (followWaypoint == true && (!agent.pathPending && agent.remainingDistance < 1.0f))
{
GotoNextPoint();
}
Debug.LogError("Bool" + followWaypoint);
}
private void OnTriggerEnter(Collider other)
{
if (other.gameObject.CompareTag("Player"))
{
moveTowards = true;
//DISABLES THE WAYPOINT FOLLOWING CODE TO RUN THE CHASE CODE INSTEAD
followWaypoint = false;
}
}
private void OnTriggerExit(Collider other)
{
if (other.gameObject.CompareTag("Player"))
{
moveTowards = false;
//RE-ENABLES THE WAYPOINT FOLLOWING CODE ONCE THE PLAYER LEAVES THE TRIGGER AREA
followWaypoint = true;
}
}
//THIS IS THE WAYPOINT FOLLOWING CODE
void GotoNextPoint()
{
animator.SetFloat("Speed", agent.velocity.magnitude);
// Returns if no points have been set up
if (points.Length == 0)
return;
// Set the agent to go to the currently selected destination.
agent.destination = points[destPoint].position;
Debug.LogError("DestPoint = " + destPoint);
// Choose the next point in the array as the destination.
// cycling to the start if necessary.
destPoint = Random.Range(0, points.Length);
}
}
Use OnTriggerStay instead of OntriggerEnter and Try

How to respawn a paddle and ball in breakout - Unity 3D C#

I'm making a breakout game in 3D and it's my first time making a game and using Unity so I'm a bit clueless. I've got to the point where my game works fine up until the ball goes off the screen and into the "dead zone".
Can someone advise how to respawn the paddle and ball together and carry on with the game?
I've included my ball and paddle scripts below, I have a script for the bricks as well but not sure that was relevant. I also made a prefab of the ball and paddle together but no idea what to do with it.
Thanks to anyone who can help :)
Code for my ball
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BallScript : MonoBehaviour
{
public Rigidbody rbody;
public float MinVertMovement = 0.1f;
public float MinSpeed = 10f;
public float MaxSpeed = 10f;
private bool hasBeenLaunched = false;
void Start()
{
}
private float minVelocity = 10f;
private Vector3 lastFrameVelocity;
void FixedUpdate()
{
if (hasBeenLaunched == false)
{
if (Input.GetKey(KeyCode.Space))
{
Launch();
}
}
if (hasBeenLaunched)
{
Vector3 direction = rbody.velocity;
direction = direction.normalized;
float speed = direction.magnitude;
if (direction.y>-MinVertMovement && direction.y <MinVertMovement)
{
direction.y = direction.y < 0 ? -MinVertMovement : MinVertMovement;
direction.x = direction.x < 0 ? -1 + MinVertMovement : 1 - MinVertMovement;
rbody.velocity = direction * MinSpeed;
}
if (speed<MinSpeed || speed>MaxSpeed)
{
speed = Mathf.Clamp(speed, MinSpeed, MaxSpeed);
rbody.velocity = direction*speed;
}
}
lastFrameVelocity = rbody.velocity;
}
void OnCollisionEnter(Collision collision)
{
Bounce(collision.contacts[0].normal);
}
private void Bounce(Vector3 collisionNormal)
{
var speed = lastFrameVelocity.magnitude;
var direction = Vector3.Reflect(lastFrameVelocity.normalized, collisionNormal);
Debug.Log("Out Direction: " + direction);
rbody.velocity = direction * Mathf.Max(speed, minVelocity);
}
public void Launch()
{
rbody = GetComponent<Rigidbody>();
Vector3 randomDirection = new Vector3(-5f, 10f, 0);
randomDirection = randomDirection.normalized * MinSpeed;
rbody.velocity = randomDirection;
transform.parent = null;
hasBeenLaunched = true;
}
}
Code for my paddle
public class PaddleScript : MonoBehaviour
{
private float moveSpeed = 15f;
void Start()
{
}
void Update()
{
if (Input.GetKey(KeyCode.RightArrow) && transform.position.x<9.5)
transform.Translate(moveSpeed *Input.GetAxis("Horizontal")*Time.deltaTime, 0f, 0f);
if (Input.GetKey(KeyCode.LeftArrow) && transform.position.x>-7.5)
transform.Translate(moveSpeed *Input.GetAxis("Horizontal")*Time.deltaTime, 0f, 0f);
}
}
The simplest thing you can do to check wether the ball goes off screen is to place a trigger immediately off the perimeter of the camera, and add an OnTriggerEnter2D method to your ball.
/* Inside the ball script */
private void OnTriggerEnter() { // Use the 2D version if you're using 2D colliders
/* Respawning stuff */
}
Since you may want a bunch of different things to happen when that method triggers, you may want to use a Unity Event, which is not the king of performance but it probabily doesn't matter for a game like breakout.
using UnityEngine.Events;
public class BallScript : MonoBehaviour
{
public UnityEvent onBallOut;
/* ... */
private void OnTriggerEnter() {
onBallOut.Invoke();
}
}
You then probabily want a Respawn() method (not Reset() because that's a default MonoBehaviour call) which places the ball back to its original position, which you can store in a field as soon as the scene loads:
private Vector3 defaultPosition;
private void Start() {
defaultPosition = transform.position;
}
PS: If you aren't using the Start() method in your paddle script then remove it, cause it will be called by Unity even if empty.

Add a cooldown to a Shooting Script

I Have this simple scrip fot the player to shoot a prefab when clicking the "Disparo" button, in this case the left click. Now its broken because you can spam the click and shoot every second. I dont Know how to add a cooldown to this to make that you only can shoot every certain time.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityStandardAssets.CrossPlatformInput;
public class ProjectileShooter : MonoBehaviour
{
public AudioClip disparo;
GameObject prefab;
public float shootSpeed;
// Start is called before the first frame update
void Start()
{
prefab = Resources.Load("Projectile") as GameObject;
}
// Update is called once per frame
void Update()
{
if (CrossPlatformInputManager.GetButtonDown("Disparo"))
{
GameObject Projectile = Instantiate(prefab) as GameObject;
Projectile.transform.position = transform.position + Camera.main.transform.forward * 2;
Rigidbody rb = Projectile.GetComponent<Rigidbody>();
rb.velocity = Camera.main.transform.forward * shootSpeed;
Destroy(Projectile, 2.2f);
}
}
}
One way to achieve what you want is to set a boolean to check if the process is in cooldown.
private bool isInCooldown = false;
Then in your if statement you can invoke a new method, after completing your computations. As explained in Unity docs Invoke method:
Invokes the method methodName in time seconds.
if (CrossPlatformInputManager.GetButtonDown("Disparo"))
{
if(!isInCooldown){
//Your code here
Invoke("ResetCooldown", 2f);
isInCooldown = true;
}
}
And the ResetCooldown method is simply:
private void ResetCooldown () {
isInCooldown = false;
}
Hope this helps.
The script below sets the cool time easily. You can set the cooldown time by changing shootcoolTime. and do not touch youCanShootNow. that variable only use to save time when you can shoot again;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityStandardAssets.CrossPlatformInput;
public class ProjectileShooter : MonoBehaviour
{
public AudioClip disparo;
GameObject prefab;
public float shootSpeed;
public float shootcoolTime;
float youCanShootNow;
// Start is called before the first frame update
void Start()
{
prefab = Resources.Load("Projectile") as GameObject;
youCanShootNow = 0;
}
public void Update()
{
if (youCanShootNow < Time.time)
{
if (CrossPlatformInputManager.GetButtonDown("Disparo"))
{
GameObject Projectile = Instantiate(prefab) as GameObject;
Projectile.transform.position = transform.position + Camera.main.transform.forward * 2;
Rigidbody rb = Projectile.GetComponent<Rigidbody>();
rb.velocity = Camera.main.transform.forward * shootSpeed;
Destroy(Projectile, 2.2f);
youCanShootNow = Time.time + coolTime;
}
}
}
}

How to add force to an object after a collision in unity2d, to simulate hitting a baseball with a bat

I am working on a 2D game project. I would like the user to be able to hit the ball when he presses on the "space" key. I assigned;
Circle collider 2D & Rigidbody 2D to the ball
Rigidbody 2D & Box Collider 2D to the hero
Edge Collider 2D to the baseball bat.
Here is my script which I have called "KickTheBall.cs":
using UnityEngine;
using System.Collections;
public class KickTheBall : MonoBehaviour {
public float bounceFactor = 0.9f; // Determines how the ball will be bouncing after landing. The value is [0..1]
public float forceFactor = 10f;
public float tMax = 5f; // Pressing time upper limit
private float kickStart; // Keeps time, when you press button
private float kickForce; // Keeps time interval between button press and release
private Vector2 prevVelocity; // Keeps rigidbody velocity, calculated in FixedUpdate()
[SerializeField]
private EdgeCollider2D BatCollider;
private Rigidbody2D rb;
void Start () {
rb = GetComponent<Rigidbody2D>();
}
void FixedUpdate () {
if(kickForce != 0)
{
float angle = Random.Range(0,20) * Mathf.Deg2Rad;
rb.AddForce(new Vector2(0.0f,
forceFactor * Mathf.Clamp(kickForce, 0.0f, tMax) * Mathf.Sin(angle)),
ForceMode2D.Impulse);
kickForce = 0;
}
prevVelocity = rb.velocity;
}
void Update(){
if(Input.GetKeyDown (KeyCode.Space))
{
kickStart = Time.time;
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
RaycastHit hit;
if (Physics.Raycast(ray, out hit))
{
if(hit.collider.name == "Ball") // Rename ball object to "Ball" in Inspector, or change name here
kickForce = Time.time - kickStart;
}
}
}
public void KickBall(){
BatCollider.enabled = true;
}
void OnCollisionEnter(Collision col)
{
if(col.gameObject.tag == "Ground") // Do not forget assign tag to the field
{
rb.velocity = new Vector2(prevVelocity.x,
-prevVelocity.y * Mathf.Clamp01(bounceFactor));
}
}
}
However, I am unable to kick the ball when I press the space key. The ball is just bouncing because of colliders. What am I missing?
Check my result:
I would advocate something more like this to start with. This is the script you would add onto your baseball bat.
Part 1:
using UnityEngine;
using System.Collections;
public class KickTheBall : MonoBehaviour
{
public float forceFactor = 10f;
private float kickForce = 50f;
void OnCollisionEnter(Collision col)
{
if(col.gameObject.tag == "Ball") // Do not forget assign tag to the field
{
rb = col.gameobject.GetComponent<Rigidbody>();
rb.AddForce(transform.right * kickForce);
}
}
}
I have simplified your AddForce function for demonstration purposes. Feel free to replace it with your more complex AddForce function if everything is working.
Part 2:
If you really want to include the part where holding the space button makes the hit stronger, then add this:
void Update()
{
if(Input.GetKey(KeyCode.Space))
{
kickForce += 0.5f;
}
}
and add at the end of the oncollisionenter
kickForce = 0;
What this will do is build up force while you hold the space button down. After a successful hit the force will reset to 0. So subsequent collisions will not result in a hit until the space button is held again.
Let me know if this did anything for you.
I solved the issue with the help of #TylerSigi. I updated my script file with these codes:
using UnityEngine;
using System.Collections;
public class KickTheBall : MonoBehaviour {
public float forceFactor = 10f;
private float kickForce = 0f;
private EdgeCollider2D BatCollider;
public GameObject Ball;
void Start () {
}
void Update()
{
if (Input.GetKey (KeyCode.Space)) {
kickForce = 1000;
} else {
kickForce = 0;
}
}
void OnTriggerEnter2D(Collider2D col)
{
if(col.gameObject.tag == "Enemy") // Do not forget assign tag to the field
{
Ball.GetComponent<Rigidbody2D>().AddForce(transform.right * kickForce);
}
}
}

Unity - Quaternion.Slerp instantly rotating

I am trying to have my object smoothly rotate on the Z axis from 0 to 180, back and forth on every button press.
The Quaternion.Slerp setup i'm using does not smoothly rotate to the target rotation, rather it instantly jumps to a number close to it. After many button presses that call the Quaternion.Slerp, it it finally halfs works in that it goes from 0 to 180, but still instantly and not smoothly.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerController : MonoBehaviour
{
public float moveSpeed;
public bool movePlayer;
private float maxMoveSpeed;
public float waitToMove;
Rigidbody2D thisRigidbody;
//SCOOP variables
private GameObject scoop;
private GameObject scoopRotation;
Quaternion currentScoopRotation;
public Quaternion targetScoopRotation;
Quaternion lastScoopRotation;
public float scoopRotateTime;
// Use this for initialization
void Start ()
{
thisRigidbody = gameObject.GetComponent<Rigidbody2D> ();
maxMoveSpeed = moveSpeed;
//SCOOP finders
scoop = GameObject.FindGameObjectWithTag ("Scoop");
currentScoopRotation = scoop.transform.rotation;
}
// Update is called once per frame
void Update ()
{
if(movePlayer)
thisRigidbody.velocity = new Vector2 (moveSpeed, thisRigidbody.velocity.y);
//Rotates SCOOP using Quaternions + Spacebar
if (Input.GetKeyDown(KeyCode.Space)) {
lastScoopRotation = currentScoopRotation;
scoop.transform.transform.rotation = Quaternion.Lerp (currentScoopRotation, targetScoopRotation, scoopRotateTime * Time.time);
currentScoopRotation = targetScoopRotation;
targetScoopRotation = lastScoopRotation;
changeMoveDirection ();
}
}
void changeMoveDirection()
{
moveSpeed *= -1;
}
IEnumerator changeDirectionCO()
{
//thisRigidbody.velocity = new Vector2 (0f,0f);
//moveSpeed = 0;
yield return new WaitForSeconds (waitToMove);
moveSpeed *= -1;
}
}

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