I am making a shooting game in Unity, and I am using particles as the laser/bullets. Even when I press left alt, the particles don't show up. It does print out firing weapon on the console, but the particles don't appear. I am using c#.
Here is my code:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Fire : MonoBehaviour
{
[SerializeField] ParticleSystem weapon;
// Start is called before the first frame update
void Start()
{
weapon.Pause();
}
// Update is called once per frame
void Update()
{
WeaponProcessor();
}
void WeaponProcessor()
{
if (Input.GetButtonDown("Fire2"))
{
if (!weapon.isPlaying)
{
Debug.Log("Firing weapon");
weapon.Play();
}
}
else
{
weapon.Pause();
Debug.Log("Not firing weapon");
}
}
}
By the way, weapon.pause does not work either.
ParticleSystem.Pause freezes particles, this doesn't seem to be the correct behavior for weapon fire.
Pauses the system so no new particles are emitted and the existing particles are not updated.
You need to restart Particle system like this:
using UnityEngine;
public class Fire : MonoBehaviour
{
[SerializeField] private ParticleSystem fireParticles;
private void Start()
{
if (fireParticles.isPlaying)
{
fireParticles.Stop();
}
}
private void Update()
{
WeaponProcessor();
}
private void WeaponProcessor()
{
if (Input.GetButtonDown("Fire2"))
{
fireParticles.Play();
}
if (Input.GetButtonUp("Fire2"))
{
fireParticles.Stop();
}
}
}
Already fired bullets will not stop and new ones will be created on the next "Fire2" press
Related
I have been trying to make an OnTriggerEnter Score system and it has not been updating and is showing no errors so am I doing something wrong that I dont know about here is my Code:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using TMPro;
public class ScoreManger : MonoBehaviour
{
public TextMeshProUGUI MyscoreText;
private int ScoreNum;
// Start is called before the first frame update
void Start()
{
ScoreNum = 0;
MyscoreText.text = ScoreNum.ToString();
}
void update() {
MyscoreText.text = ScoreNum.ToString();
}
public void OnTriggerEnte2D(Collider2D col){
if(col.tag == "Score"){
ScoreNum += 1;
Debug.Log("It Worked");
MyscoreText.text = ScoreNum.ToString();
Destory(col.gameObject);
}
}
}
You spelled OnTriggerEnter2D wrong.
Or you haven't marked at least one of the colliders you are interacting with as a trigger.
Or you haven't attached the script to a gameobject.
I have a Script Coin-Counter connected with a Text. Every time the Player and the Coin are colliding the coinScore decreases by 1. If I want to display the coinScore in Update() this doesn't work. Why?
using UnityEngine.UI;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CoinScore : MonoBehaviour
{
[SerializeField] private Text coinScorer;
private int coinScore;
private int oldCoinScore;
void Update()
{
coinScorer.text = coinScore.ToString(); // This doesn't work.
oldCoinScore = coinScore;
}
private void OnTriggerEnter2D(Collider2D other)
{
if (other.gameObject.CompareTag("Player"))
{
coinScore += 1;
Destroy(gameObject);
//coinScorer.text = coinScore.ToString(); //This works.
}
}
Your collision method is destroying this game object.
There is no update to run after that.
I am trying to create a simple dialogue system for my game in Unity. I've set up a special trigger for a Dialogue to start and the code is passing right variable but somehow it gets stuck at clearing the queue and throws a NullReferenceException.
I've seen through debugger that all variables and triggers work perfectly fine till cs:27 inside DialogueManager.cs. I've also checked the inspector to make sure everything is correctly assigned.
Dialogue class:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[System.Serializable]
public class Dialogue
{
public string name;
[TextArea(3,10)]
public string[] sentences;
}
DialogueTrigger class:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class NPC_DialogTrigger : MonoBehaviour
{
// Player
public Transform player;
// GameMaager to close
public GameObject Gameplay;
// Camera and Canvas to turn on
public GameObject DialogueManager;
// NPC Details
public GameObject InteractionNPCNameTextField;
public Transform interactionTransform;
public float radius = 3f;
private bool isBusy = false;
// DialogueStart
public GameObject DialogueStart;
void Start()
{
InteractionNPCNameTextField.gameObject.SetActive(false);
}
void Update()
{
float distance = Vector3.Distance(player.position, interactionTransform.position);
if (distance <= radius)
{
if (isBusy == false)
{
InteractionNPCNameTextField.gameObject.SetActive(true);
if (Input.GetKeyDown(KeyCode.E))
{
Dialogue();
Debug.Log("Started Dialogue procedure.");
}
}
}
else if (distance > radius)
{
InteractionNPCNameTextField.gameObject.SetActive(false);
}
}
public void Dialogue()
{
Gameplay.SetActive(false);
DialogueManager.SetActive(true);
DialogueStart.GetComponent<DialogueStart>().TriggerDialogue();
Debug.Log("Triggered Dialogue.");
}
void OnDrawGizmosSelected()
{
if (interactionTransform == null)
{
interactionTransform = transform;
}
Gizmos.color = Color.yellow;
Gizmos.DrawWireSphere(interactionTransform.position, radius);
}
}
DialogueStart class:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class DialogueStart : MonoBehaviour
{
public Dialogue dialogue;
public void TriggerDialogue()
{
FindObjectOfType<DialogueManager>().StartDialogue(dialogue);
Debug.Log("Dialogue sent to dialogue manager.");
}
}
DialogueManager class:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using TMPro;
public class DialogueManager : MonoBehaviour
{
public Text nameText;
public Text DialogueText;
private Queue<string> sentences;
public GameObject DialogueManagerUI;
void Start()
{
if (sentences == null)
{
sentences = new Queue<string>();
}
}
public void StartDialogue (Dialogue dialogue)
{
Debug.Log("Received dialogues: " + dialogue);
nameText.text = dialogue.name;
Debug.Log("Start Dialogue: " + sentences.Count);
sentences.Clear();
Debug.Log("Sentences Cleared: " + sentences);
foreach (string sentence in dialogue.sentences)
{
sentences.Enqueue(sentence);
}
DisplayNextSentence();
}
public void DisplayNextSentence()
{
if(sentences.Count == 0)
{
EndDialogue();
return;
}
string sentence = sentences.Dequeue();
DialogueText.text = sentence;
}
void EndDialogue()
{
Debug.Log("End of conversation.");
}
private void Update()
{
if (DialogueManagerUI.activeInHierarchy)
{
Cursor.lockState = CursorLockMode.None;
Cursor.visible = true;
}
else if (!DialogueManagerUI.activeInHierarchy)
{
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
}
}
}
Visual Studio doesn't give me any errors.
Unity error code -> Screenshot
Debugger right before issue -> Screenshot2
Seems to me like the Queue is never assigned to sentences and it remains empty.
If it is so - why?
It sounds like DialogueManager.StartDialogue probably via DialogueStart.TriggerDialogue is called from somewhere in either Awake or at least before your Start was executed.
Especially
DialogueManager.SetActive(true);
lets assume the DialogueManager object is inactive at first anyway. So maybe your stuff is called before it is set to active.
This might also be due to the Start where you set
InteractionNPCNameTextField.gameObject.SetActive(false);
so any component on this GameObject might not have its Start method getting called. Maybe you referenced the wrong GameObject here?
Debugging would help to figure out in which order your methods get called.
In general my thumb rule for initializing is
Do everything that depends only on yourself in Awake
Do everything that depends on other components being setup already in Start
This way you can (almost) always be sure that stuff is already initialized when you need it.
However, these are only guesses but
The simple solution here:
You could already solve this by simply initializing the sentences right away using
private readonly Queue<string> sentences = new Queue<string>();
now it is definitely initialized even before Start or Awake get called!
I have a problem that I can't solve by my self.
I have a Pause Button which need to activate pause panel on scene, but nothing work.
1. I have a public GO "Panel" attached in the inspector.
2.Inspector writes that: "There is no 'GameObject' attached to the "Panel" game object, but a script is trying to access it."
3.Script on always active GO.
4.At start Panel is Active.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
public class ButtonController : MonoBehaviour {
private Scene ActiveScene;
private GameController gm;
public GameObject panel;
// Use this for initialization
void Start ()
{
gm = GetComponent<GameController>();
ActiveScene = SceneManager.GetActiveScene();
panel.SetActive(false);
}
public void Pause()
{
Debug.Log("Pause");
panel.SetActive(true);
Time.timeScale = 0;
}
public void Menu()
{
SceneManager.LoadScene(0);
}
public void Restart()
{
SceneManager.LoadScene(ActiveScene.buildIndex);
}
public void Play()
{
Time.timeScale = 1;
panel.SetActive(false);
}
Glad if u can help!
I solved the problem: I attached the script twice.
In the game I am creating a 'Game Over' scene which loads once the player loses the game. During the game, the score is counted by the player's position on the screen and increases as the player's y-axis position increases.
I used this code to display the score on the scene the game was actually played:
using UnityEngine;
using UnityEngine.UI;
public class PlayerScore : MonoBehaviour
{
public Transform player;
public Text scoreText;
// Update is called once per frame
void Update()
{
scoreText.text = player.position.y.ToString("0");
}
}
I tried to use the same coding to display the final score of the player on the 'Game Over' screen. The problem I faced was that I was not able to identify the player on the 'Game Over' scene as the player was not an object or sprite on that scene.
Is there an easy way to reference the player sprite from the previous scene into the final ('Game Over') scene so I can use it to determine the final score?
This is the script I tried with a game object of the 'EndScene' within the playing scene:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
public class EndMenu: MonoBehaviour
{
public Text scoreText;
public Transform player;
public static bool GameEnds = false;
public GameObject endMenuUI;
void OnCollisionEnter2D(Collision2D exampleCol)
{
if(exampleCol.collider.tag == "Obstacle")
{
endMenuUI.SetActive(true);
Time.timeScale = 0.0001f;
GameEnds = true;
}
}
public void Retry()
{
SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex - 1);
}
public void BackToMenu()
{
SceneManager.LoadScene("Menu");
}
public void Quit()
{
Debug.Log("Quitting game...");
Application.Quit();
}
// Update is called once per frame
void Update()
{
scoreText.text = player.position.y.ToString("0");
}
}
You can keep the player using DontDestroyOnLoad
You could add this to the player:
void Awake() {
DontDestroyOnLoad(transform.gameObject);
}
You could do other stuff like keeping just the data... but the easier way should be this one.
Keep in mind that the player will remain in you gameover screen.
In my opinion the best idea could be creating a new gameobject in your game scene called "GameOverScreen" and disable it until you need it.
I think the easiest solution would be to simply store the score as a static variable that will persist across scene loads, then manually reset it when you start over. For example:
public class PlayerScore : MonoBehaviour
{
public Transform player;
public Text scoreText;
public static string scoreString;
// Update is called once per frame
void Update()
{
scoreString = player.position.y.ToString("0");
scoreText.text = scoreString;
}
}
Now you will be able to access scoreString from anywhere in your code and it will be whatever it was when the PlayerScore component last ran its Update(). Then in your EndMenu class, you would simply update your Retry() and BackToMenu() methods like so:
public void Retry()
{
PlayerScore.scoreString = "0";
SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex - 1);
}
public void BackToMenu()
{
PlayerScore.scoreString = "0";
SceneManager.LoadScene("Menu");
}
And your EndMenu.Update() method becomes the following:
// Update is called once per frame
void Update()
{
scoreText.text = PlayerScore.scoreString;
}
//try to use playerprefs to save the score
public class PlayerScore : MonoBehaviour
{
public Transform player;
public Text scoreText;
// Update is called once per frame
void Update()
{
scoreText.text = player.position.y.ToString("0");
PlayerPrefs.SetInt("CurrentScore", player.position.y);
}
}
//for another scene get the value of saved score using playerprefs.getInt
public class EndMenu: MonoBehaviour
{
public Text scoreText;
public Transform player;
public static bool GameEnds = false;
public GameObject endMenuUI;
void OnCollisionEnter2D(Collision2D exampleCol)
{
if(exampleCol.collider.tag == "Obstacle")
{
endMenuUI.SetActive(true);
Time.timeScale = 0.0001f;
GameEnds = true;
}
}
public void Retry()
{
SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex - 1);
}
public void BackToMenu()
{
SceneManager.LoadScene("Menu");
}
public void Quit()
{
Debug.Log("Quitting game...");
Application.Quit();
}
// Update is called once per frame
void Update()
{
scoreText.text = PlayerPrefs.GetInt("Score",0);
}
}