I have a board game project in unity, where six players roll a dice, and go forward using a waypoint system on a really basic board game (2d). I found some code on YouTube, and adapted it to my project. everything goes pretty well, except for the fact that the pawns don't move forward. They set correctly to the first waypoint, they are selected to move, but don't. I suspect that my transform.position don't work, but I can't understand why. I'm really new to c# and unity, so I can't find the problem.
Here is my pawn movement code :
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class FollowThePath : MonoBehaviour
{
public Transform[] waypoints;
[SerializeField]
private float moveSpeed = 1f;
[HideInInspector]
public int waypointIndex = 0;
public bool moveAllowed = false;
// Start is called before the first frame update
private void Start()
{
transform.position = waypoints[waypointIndex].transform.position;
}
// Update is called once per frame
private void Update()
{
if (moveAllowed)
Move();
}
private void Move(){
if (waypointIndex <= waypoints.Length -1)
{
transform.position = Vector2.MoveTowards(transform.position,
waypoints[waypointIndex].transform.position,
moveSpeed * Time.deltaTime);
Debug.Log(transform.position);
if (transform.position == waypoints[waypointIndex].transform.position)
{
waypointIndex += 1;
}
}
}
}
I think the problem is at the end of this script.
I also have a dice script :
using System.Collections;
using UnityEngine;
public class Dice : MonoBehaviour {
// Array of dice sides sprites to load from Resources folder
private Sprite[] diceSides;
// Reference to sprite renderer to change sprites
private SpriteRenderer rend;
// Select the player's turn
private int whosturn = 1;
//Check if we can roll the dice
private bool coroutineallowed = true;
// Use this for initialization
private void Start () {
// Assign Renderer component
rend = GetComponent<SpriteRenderer>();
// Load dice sides sprites to array from DiceSides subfolder of Resources folder
diceSides = Resources.LoadAll<Sprite>("DiceSides/");
}
// If you left click over the dice then RollTheDice coroutine is started
private void OnMouseDown()
{
if (!GameControl.gameOver && coroutineallowed)
StartCoroutine("RollTheDice");
}
// Coroutine that rolls the dice
private IEnumerator RollTheDice()
{
// Turn coroutineallowed off
coroutineallowed = false;
// Variable to contain random dice side number.
// It needs to be assigned. Let it be 0 initially
int randomDiceSide = 0;
// Loop to switch dice sides ramdomly
// before final side appears. 10 iterations here.
for (int i = 0; i <= 10; i++)
{
// Pick up random value from 0 to 5 (All inclusive)
randomDiceSide = Random.Range(0, 6);
// Set sprite to upper face of dice from array according to random value
rend.sprite = diceSides[randomDiceSide];
// Pause before next iteration
yield return new WaitForSeconds(0.05f);
}
GameControl.diceSideThrown = randomDiceSide + 1;
if (whosturn == 1){
GameControl.MovePlayer(1);
}
if (whosturn == 2){
GameControl.MovePlayer(2);
}
if (whosturn == 3){
GameControl.MovePlayer(3);
}
if (whosturn == 4){
GameControl.MovePlayer(4);
}
if (whosturn == 5){
GameControl.MovePlayer(5);
}
if (whosturn == 6){
GameControl.MovePlayer(6);
whosturn -= 6;
}
if (whosturn <= 5){
whosturn += 1;
}
coroutineallowed = true;
}
}
and a Game control script :
using System.Collections;
using UnityEngine;
public class Dice : MonoBehaviour {
// Array of dice sides sprites to load from Resources folder
private Sprite[] diceSides;
// Reference to sprite renderer to change sprites
private SpriteRenderer rend;
// Select the player's turn
private int whosturn = 1;
//Check if we can roll the dice
private bool coroutineallowed = true;
// Use this for initialization
private void Start () {
// Assign Renderer component
rend = GetComponent<SpriteRenderer>();
// Load dice sides sprites to array from DiceSides subfolder of Resources folder
diceSides = Resources.LoadAll<Sprite>("DiceSides/");
}
// If you left click over the dice then RollTheDice coroutine is started
private void OnMouseDown()
{
if (!GameControl.gameOver && coroutineallowed)
StartCoroutine("RollTheDice");
}
// Coroutine that rolls the dice
private IEnumerator RollTheDice()
{
// Turn coroutineallowed off
coroutineallowed = false;
// Variable to contain random dice side number.
// It needs to be assigned. Let it be 0 initially
int randomDiceSide = 0;
// Loop to switch dice sides ramdomly
// before final side appears. 10 iterations here.
for (int i = 0; i <= 10; i++)
{
// Pick up random value from 0 to 5 (All inclusive)
randomDiceSide = Random.Range(0, 6);
// Set sprite to upper face of dice from array according to random value
rend.sprite = diceSides[randomDiceSide];
// Pause before next iteration
yield return new WaitForSeconds(0.05f);
}
GameControl.diceSideThrown = randomDiceSide + 1;
if (whosturn == 1){
GameControl.MovePlayer(1);
}
if (whosturn == 2){
GameControl.MovePlayer(2);
}
if (whosturn == 3){
GameControl.MovePlayer(3);
}
if (whosturn == 4){
GameControl.MovePlayer(4);
}
if (whosturn == 5){
GameControl.MovePlayer(5);
}
if (whosturn == 6){
GameControl.MovePlayer(6);
whosturn -= 6;
}
if (whosturn <= 5){
whosturn += 1;
}
coroutineallowed = true;
}
}
Related
This question already has answers here:
How to make the script wait/sleep in a simple way in unity
(7 answers)
Closed 1 year ago.
This is the waypoints manager script attached to empty GameObject :
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
public class WaypointsManager : MonoBehaviour
{
public GameObject npcPrefab;
public int numberOfNpcs;
public GameObject waypointsPrefab;
public List<GameObject> waypoints = new List<GameObject>();
public int numberOfWaypoints;
public bool useWaypointsPrefab = false;
private GameObject waypointObject;
// Start is called before the first frame update
void Awake()
{
for (int i = 0; i < numberOfWaypoints; i++)
{
if (useWaypointsPrefab)
{
waypointObject = Instantiate(npcPrefab, Vector3.zero, Quaternion.identity);
}
else
{
waypointObject = new GameObject();
}
waypointObject.tag = "Waypoint";
waypointObject.name = "Waypoint";
waypointObject.transform.position = new Vector3(Random.Range(0, 10), Random.Range(0, 10), Random.Range(0, 10));
waypoints.Add(waypointObject);
}
for (int i = 0; i < numberOfNpcs; i++)
{
if (npcPrefab != null)
{
GameObject npc = Instantiate(npcPrefab, Vector3.zero, Quaternion.identity);
}
}
}
// Update is called once per frame
void Update()
{
}
}
And this script is attached to each npc :
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
public class Waypoints : MonoBehaviour
{
public List<GameObject> waypoints = new List<GameObject>();
public float movementSpeed;
public float rotationSpeed;
public bool reverse = false;
public bool go = false;
public int numberOfWaypoints;
public int nextWaypointNumber;
private int waypointIndex = 0;
private GameObject nextWayPoint;
// Start is called before the first frame update
void Start()
{
waypoints = GameObject.FindGameObjectsWithTag("Waypoint").ToList();
numberOfWaypoints = waypoints.Count;
if (reverse)
{
waypointIndex = waypoints.Count - 1;
}
else
{
waypointIndex = 0;
}
StartCoroutine(MoveNpc());
}
// Update is called once per frame
void Update()
{
if (go)
{
if (reverse && waypointIndex == 0)
{
waypointIndex = waypoints.Count - 1;
}
if (reverse == false && waypointIndex == waypoints.Count)
{
waypointIndex = 0;
}
nextWayPoint = waypoints[waypointIndex];
nextWaypointNumber = waypointIndex;
transform.position = Vector3.MoveTowards(transform.position,
waypoints[waypointIndex].transform.position, Time.deltaTime * movementSpeed);
float distance = Vector3.Distance(transform.position, waypoints[waypointIndex].transform.position);
if (distance > 0f)
{
// Try to rotate to face the waypoint only if we're not on top of it.
var rotation = Quaternion.LookRotation(nextWayPoint.transform.position - transform.position);
transform.rotation = Quaternion.Slerp(transform.rotation, rotation, Time.deltaTime * rotationSpeed);
}
else
{
numberOfWaypoints--;
if (reverse)
{
waypointIndex--;
}
else
{
waypointIndex++;
}
}
}
}
private IEnumerator MoveNpc()
{
yield return new WaitForSeconds(3f);
go = true;
}
private void OnDrawGizmos()
{
if (waypoints != null)
{
for (int i = 0; i < waypoints.Count; i++)
{
Gizmos.color = Color.green;
Gizmos.DrawSphere(waypoints[i].transform.position, 0.1f);
}
}
if (nextWayPoint != null)
{
Gizmos.color = Color.red;
Gizmos.DrawLine(transform.position, nextWayPoint.transform.position);
}
}
}
In the Waypoints script I'm starting a coroutine with a 3 seconds delay but still all the npcs are moving at the same time like one npc. I want it to wait 3 seconds send npc wait 3 seconds send npc until all npcs are moving along the waypoints.
StartCoroutine(MoveNpc());
ISSUE
All npcs are being spawned at the same time, each waits 3 seconds (all at the same time), and then start moving.
SOLUTION
You could create a function that takes the amount of time they need to wait, and use that delay time in your coroutine.
NPC
public void StartMovingAfterSeconds(float seconds)
{
StartCoroutine(MoveNPC(seconds));
}
private IEnumerator MoveNpc(float delayTimeSeconds)
{
yield return new WaitForSeconds(delayTimeSeconds);
go = true;
}
From your manager you will need to track the delay time as you spawn the npcs.
MANAGER
// Amount to delay movement by (can be exposed in the inspector)
//
var delayTime = 3f;
// Accumulated delay
//
var currentDelay = 0f;
if (npcPrefab != null)
{
for (int i = 0; i < numberOfNpcs; i++)
{
var npc = Instantiate(npcPrefab, Vector3.zero, Quaternion.identity);
npc.StartMovingAfterSeconds(currentDelay);
currentDelay += delayTime;
}
}
We start with a delay of 0 (currentDelay) and add the amount we want to delay by (delayTime) in each iteration. The first delay is 0, next is 3, then 6, etc..
The post is a bit long but both scripts are connected to each other. I tried to reduce the amount of code.
The Waypoints script is attached to empty GameObject and I added to it a rotation part :
[Header("Rotation")]
public Quaternion rotationTothinkWhatToDoHere;
but I'm not sure how to use it here in the Waypoints script and in the WaypointsFollower script.
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using Cinemachine;
public class Waypoints : MonoBehaviour
{
[Header("Objects To Move")]
public Transform objectToMovePrefab;
public int numberOfObjectsToMove = 1;
public bool moveInReverse = false;
[Header("Speed")]
public float speed;
public bool randomSpeed = false;
public float minRandomSpeed = 1;
public float maxRandomSpeed = 100;
private bool changeSpeedOnce = false;
[Header("Rotation")]
public Quaternion rotationTothinkWhatToDoHere;
[Header("Waypoints")]
[SerializeField] private List<Transform> waypoints;
public bool moveOnWaypoints = false;
[Header("Delay")]
public bool useDelay = false;
public float delay = 3;
public bool randomDelay = false;
public float minRandomDelay = 0.3f;
public float maxRandomDelay = 5;
[Header("LineRenderer")]
public LineRenderer lineRenderer;
public bool moveOnLineRenderer = false;
public List<Vector3> lineRendererPositions = new List<Vector3>();
[Header("Cinemachine Cameras")]
public CinemachineVirtualCamera virtualCamera;
private List<WaypointsFollower> waypointsFollowers = new List<WaypointsFollower>();
private void Start()
{
for (int i = 0; i < numberOfObjectsToMove; i++)
{
var parent = GameObject.Find("Moving Object Parent");
var objectToMove = Instantiate(objectToMovePrefab, parent.transform);
objectToMove.name = "Platfrom";
waypointsFollowers.Add(objectToMove.GetComponent<WaypointsFollower>());
}
virtualCamera.Follow = waypointsFollowers[0].gameObject.transform;
virtualCamera.LookAt = waypointsFollowers[0].gameObject.transform;
foreach (WaypointsFollower wpf in waypointsFollowers)
{
wpf.goForward = moveInReverse;
}
WaypointsMovementStates();
SpeedUpdater();
if (useDelay)
StartCoroutine(SendObjectstomoveWithDelay());
}
private void Update()
{
lineRendererPositions.Clear();
lineRendererPositions.AddRange(GetLinePointsInWorldSpace());
SpeedUpdater();
}
IEnumerator SendObjectstomoveWithDelay()
{
{
foreach (WaypointsFollower follower in waypointsFollowers)
{
if (randomDelay)
{
delay = Random.Range(minRandomDelay, maxRandomDelay);
}
yield return new WaitForSeconds(delay);
follower.go = true;
}
}
}
private void SpeedUpdater()
{
if (changeSpeedOnce == false)
{
foreach (WaypointsFollower follower in waypointsFollowers)
{
if (randomSpeed)
{
follower.speed = Random.Range(minRandomSpeed, maxRandomSpeed);
}
else
{
follower.speed = speed;
}
}
changeSpeedOnce = true;
}
}
Vector3[] GetLinePointsInWorldSpace()
{
var positions = new Vector3[lineRenderer.positionCount];
//Get the positions which are shown in the inspector
lineRenderer.GetPositions(positions);
//the points returned are in world space
return positions;
}
private void WaypointsMovementStates()
{
// If moving on both linerenderer positions and waypoints objects
if (moveOnLineRenderer && moveOnWaypoints && waypoints.Count > 0)
{
if (useDelay == false)
{
foreach (WaypointsFollower wpf in waypointsFollowers)
{
wpf.go = true;
}
}
}
// If moving on linerenderer positions only without moving on waypoints objects
if (moveOnLineRenderer && moveOnWaypoints == false)
{
if (waypoints.Count > 0)
waypoints.Clear();
if (useDelay == false)
{
foreach (WaypointsFollower wpf in waypointsFollowers)
{
wpf.go = true;
}
}
}
// If only to move on waypoints objects without moving on linerenderer positions
if (moveOnWaypoints && waypoints.Count > 0 && moveOnLineRenderer == false)
{
lineRendererPositions.Clear();
foreach (Transform wp in waypoints)
{
lineRendererPositions.Add(wp.position);
}
if (useDelay == false)
{
foreach (WaypointsFollower wpf in waypointsFollowers)
{
wpf.go = true;
}
}
}
if(moveInReverse)
{
foreach (WaypointsFollower wpf in waypointsFollowers)
{
wpf.go = true;
}
}
}
}
In the WaypointsFollower script, this script is attached to each object that moves along the waypoints.
It's working fine if goForward is true but when goFoward is false for some reason the index value is -1 and I'm getting exception out of index was out of range on line 73 :
newPos = Vector3.MoveTowards(oldPos, waypoints.lineRendererPositions[index], distanceToTravel);
The idea when goForward is false to move the object from the last waypoint to the first waypoint and then when it's reaching the first waypoint then switch the goForward to true and move forward from the first waypoint to the last.
It's working when goFoward is first time true then it's moving from the first waypoint to the last waypoint and then it's moving from the last waypoint to the first one but it's not working when goForward is first time false.
I can't figure out why it's -1
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
public class WaypointsFollower : MonoBehaviour
{
public float speed;
public Waypoints waypoints;
public bool go;
public bool goForward;
private int index = 0;
private int counter = 0;
private int c = 0;
private List<GameObject> curvedLinePoints = new List<GameObject>();
public int numofposbetweenpoints;
private bool getonce;
private void Start()
{
waypoints = GameObject.Find("Waypoints").GetComponent<Waypoints>();
curvedLinePoints = GameObject.FindGameObjectsWithTag("Curved Line Point").ToList();
if(waypoints.moveInReverse == false)
{
goForward = true;
}
else
{
goForward = false;
}
if(goForward)
{
index = 0;
}
else
{
index = waypoints.lineRendererPositions.Count - 1;
}
}
private void Update()
{
if (getonce == false)
{
numofposbetweenpoints = curvedLinePoints.Count;
getonce = true;
}
if (go == true && waypoints.lineRendererPositions.Count > 0)
{
Move();
}
}
private void Move()
{
Vector3 newPos = transform.position;
float distanceToTravel = speed * Time.deltaTime;
bool stillTraveling = true;
while (stillTraveling)
{
Vector3 oldPos = newPos;
// error exception out of bound on line 55 to check !!!!!
newPos = Vector3.MoveTowards(oldPos, waypoints.lineRendererPositions[index], distanceToTravel);
distanceToTravel -= Vector3.Distance(newPos, oldPos);
if (newPos == waypoints.lineRendererPositions[index]) // Vector3 comparison is approximate so this is ok
{
// when you hit a waypoint:
if (goForward)
{
bool atLastOne = index >= waypoints.lineRendererPositions.Count - 1;
if (!atLastOne)
{
index++;
counter++;
if (counter == numofposbetweenpoints)
{
c++;
counter = 0;
}
if (c == curvedLinePoints.Count - 1)
{
c = 0;
}
}
else { index--; goForward = false; }
}
else
{ // going backwards:
bool atFirstOne = index <= 0;
if (!atFirstOne)
{
index--;
counter++;
if (counter == numofposbetweenpoints)
{
c++;
counter = 0;
}
if (c == curvedLinePoints.Count - 1)
{
c = 0;
}
}
else { index++; goForward = true; }
}
}
else
{
stillTraveling = false;
}
}
transform.position = newPos;
}
}
I saw your previous post before it was deleted, so here is the answer I had for your original question of moving between waypoints by both rotating and movement with the option of what occurs at the end of the motion. I can answer your current question if answering your last deleted question has still not solved your issue.
Instead of using the Update function to handle the rotation and movement between a series of waypoints in a list, I would recommend using a Coroutine. If you are unfamiliar, think of them as a process that handles small increments of work overtime and will jump back where it leaves off. It should simplify the issue of rotation and movement into smaller bite-sized pieces of logic, allowing an easier time to understand your issue.
// new enum - outside of your class
public enum WaypointMovementType
{
REPEAT_START, // will repeat to the start waypoint when end is reached
REPEAT_REVERSE, // will reverse the waypoint list when end is reached
STOP // will terminate when end is reached
};
// new variables - this is inside your class
// keep a reference of our coroutine to not run duplicates
Coroutine movingWayPoints = null;
// time it takes to rotate to our goal waypoint
private float rotateTime = 0.5f;
// time it takes to move to our goal waypoint
private float movementTime = 1.5f;
// Start is called before the first frame update
void Start()
{
parent = GameObject.Find("Waypoints");
// generate the waypoints
GenerateWaypoints();
// run our process
if (movingWayPoints == null)
movingWayPoints = StartCoroutine(MoveBetweenWaypoints(tmpList, WaypointMovementType.STOP));
}
private IEnumerator MoveBetweenWaypoints(List<Vector3> waypoints, WaypointMovementType movementType)
{
int currentWaypointIdx = 0;
// continue our loop until we have reached our end goal waypoint
while (currentWaypointIdx < waypoints.Count)
{
// rotate towards out goal point
yield return StartCoroutine(RotateTowardsGoalWaypoint(waypoints[currentWaypointIdx]));
// move towards our goal point
yield return StartCoroutine(MoveTowardsGoalWaypoint(waypoints[currentWaypointIdx]));
// increment our index count or wait for further time if you would like a delay between rotation / movement
++currentWaypointIdx;
}
// coroutine is done, so set the motion to null
movingWayPoints = null;
// now that we have reached the end, determine what we want to do
if (movementType != WaypointMovementType.STOP)
{
// if we want to reverse, then reverse our list
if (movementType == WaypointMovementType.REPEAT_REVERSE)
waypoints.Reverse();
// now call the coroutine again
movingWayPoints = StartCoroutine(MoveBetweenWaypoints(waypoints, movementType));
}
}
private IEnumerator RotateTowardsGoalWaypoint(Vector3 goalWaypoint)
{
// store our current rotation
Quaternion initialRotation = transform.rotation;
// find our direction to the goal
Vector3 dir = goalWaypoint - transform.position;
// calculate the final / goal rotation
Quaternion finalRotation = Quaternion.LookRotation(dir);
// store our current time
float currentTime = 0.0f;
// rotate until we reach our goal
while (currentTime <= rotateTime)
{
currentTime += Time.deltaTime;
transform.rotation = Quaternion.Lerp(initialRotation, finalRotation, currentTime / rotateTime);
yield return null;
}
// set our rotation in case there are floating point precision errors
transform.rotation = finalRotation;
}
private IEnumerator MoveTowardsGoalWaypoint(Vector3 goalWaypoint)
{
// store our current position
Vector3 initialPostion = transform.position;
// store our current time
float currentTime = 0.0f;
while (currentTime <= movementTime)
{
currentTime += Time.deltaTime;
transform.position = Vector3.Lerp(initialPostion, goalWaypoint, currentTime / movementTime);
yield return null;
}
// set our position in case there are floating point precision errors
transform.position = goalWaypoint;
}
The current code uses time instead of speed which can be changed by changing how the Lerp steps are inputted. One other issue currently is the repeat backwards will move and rotate to the first element in the reversed list, but this can be fixed by passing in an index parameter for where to start in the list.
If you would rather use your current implementation, I can help debug it, but in the future do not delete questions you expect an answer to unless you have a good reason to do so. I should also mention, as your original question had only 1 script, the current script is expecting the object that generates the waypoints is the same object that is moving between them. It would be very easy to fix by creating a new public field that references some other Transform that should move between the waypoints, then replace all of the transform.rotation and transform.position with yourObject.position and yourobject.rotation.
I should also add, to change how the waypoint movement will function after a single pass is finished, simply change the WaypointMovementType parameter to a different value before making the initial call.
Edit: As derHugo mentioned that a speed variant of the answer would better suit the needs of the use case, here is an additional snippet with speed instead of time.
private IEnumerator MoveBetweenWaypoints(List<Vector3> waypoints, WaypointMovementType movementType)
{
int currentWaypointIdx = 0;
// continue our loop until we have reached our end goal waypoint
while (currentWaypointIdx < waypoints.Count)
{
// rotate towards out goal point
yield return StartCoroutine(RotateTowardsGoalWaypoint(waypoints[currentWaypointIdx]));
// move towards our goal point
yield return StartCoroutine(MoveTowardsGoalWaypoint(waypoints[currentWaypointIdx]));
// increment our index count or wait for further time if you would like a delay between rotation / movement
++currentWaypointIdx;
}
// coroutine is done, so set the motion to null
movingWayPoints = null;
// now that we have reached the end, determine what we want to do
if (movementType != WaypointMovementType.STOP)
{
// if we want to reverse, then reverse our list
if (movementType == WaypointMovementType.REPEAT_REVERSE)
waypoints.Reverse();
// now call the coroutine again
movingWayPoints = StartCoroutine(MoveBetweenWaypoints(waypoints, movementType));
}
}
private IEnumerator RotateTowardsGoalWaypoint(Vector3 goalWaypoint)
{
// find our direction to the goal
Vector3 dir = goalWaypoint - transform.position;
// calculate the final / goal rotation
Quaternion finalRotation = Quaternion.LookRotation(dir);
// continue until our angles match
while(Vector3.Angle(transform.forward, dir) > ROTATION_CHECK_EPSILON)
{
transform.rotation = Quaternion.RotateTowards(transform.rotation, finalRotation, Time.deltaTime * rotateSpeed);
yield return null;
}
// set our rotation in case there are floating point precision errors
transform.rotation = finalRotation;
}
private IEnumerator MoveTowardsGoalWaypoint(Vector3 goalWaypoint)
{
// continue until our distance is close to our goal
while(Vector3.Distance(transform.position, goalWaypoint) > DISTANCE_CHECK_EPSILON)
{
transform.position = Vector3.MoveTowards(transform.position, goalWaypoint, Time.deltaTime * movementSpeed);
yield return null;
}
// set our position in case there are floating point precision errors
transform.position = goalWaypoint;
}
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
public class MoveOnCurvedLines : MonoBehaviour
{
public LineRenderer lineRenderer;
public List<GameObject> objectsToMove = new List<GameObject>();
public float speed;
public bool go = false;
public bool moveToFirstPositionOnStart = false;
private Vector3[] positions;
private Vector3[] pos;
private int index = 0;
private bool goForward = true;
private List<GameObject> objectsToMoveCopy = new List<GameObject>();
// Start is called before the first frame update
void Start()
{
objectsToMove = GameObject.FindGameObjectsWithTag("New Prefab").ToList();
pos = GetLinePointsInWorldSpace();
if (moveToFirstPositionOnStart == true)
{
for (int i = 0; i < objectsToMove.Count; i++)
{
objectsToMove[i].transform.position = pos[index];
}
}
StartCoroutine(AddNew());
}
Vector3[] GetLinePointsInWorldSpace()
{
positions = new Vector3[lineRenderer.positionCount];
//Get the positions which are shown in the inspector
lineRenderer.GetPositions(positions);
//the points returned are in world space
return positions;
}
// Update is called once per frame
void Update()
{
if (go == true)
{
Move();
}
}
void Move()
{
for (int i = 0; i < objectsToMoveCopy.Count; i++)
{
Vector3 newPos = objectsToMoveCopy[i].transform.position;
float distanceToTravel = speed * Time.deltaTime;
bool stillTraveling = true;
while (stillTraveling)
{
Vector3 oldPos = newPos;
newPos = Vector3.MoveTowards(oldPos, pos[index], distanceToTravel);
distanceToTravel -= Vector3.Distance(newPos, oldPos);
if (newPos == pos[index]) // Vector3 comparison is approximate so this is ok
{
// when you hit a waypoint:
if (goForward)
{
bool atLastOne = index >= pos.Length - 1;
if (!atLastOne) index++;
else { index--; goForward = false; }
}
else
{ // going backwards:
bool atFirstOne = index <= 0;
if (!atFirstOne) index--;
else { index++; goForward = true; }
}
}
else
{
stillTraveling = false;
}
}
objectsToMoveCopy[i].transform.position = newPos;
}
}
IEnumerator AddNew()
{
WaitForSeconds waitThreeSeconds = new WaitForSeconds(3);
foreach (var objToMove in objectsToMove)
{
yield return waitThreeSeconds;
objectsToMoveCopy.Add(objToMove);
}
}
}
I'm using StartCoroutine and the method AddNew to move each object between the waypoints every 3 seconds.
The logic :
First object to move from the List is start moving from the first position.
After 3 seconds the second object to move from the List is start moving from the first position.
The goal is to make that each object will start moving from the first position after 3 seconds following the first moving object before him so in the end I will have the objects moving with spoaces of 3 seconds between them.
The problem :
The first object is start moving after 3 seconds from the first position then the second and third and the resto f objects are start moving but from the last moved object and the other objects that already move are get merged with the other objects in the end I have a group of all the objects to move are moving together.
The same behave I want to be if they are moving in reverse.
Your objects merge, since you only have one index for the objects' target position, meaning all objects move towards the same point, not each object towards it's respective next point on the path. This results in a merge as soon as the first object turns around and runs backwards.
It would be best to split your logic into two classes, since otherwise you'd have to keep track of every object's path separately, meaning you need an int[] indices for the current target position of each object, another array for the goForward bools and so on for every new property you introduce.
Controller:
public class MovementController : MonoBehaviour
{
[SerializeField]
private LineRenderer lineRenderer;
[SerializeField]
private float speed;
[SerializeField]
private bool moveToFirstPositionOnStart;
public List<MoveOnCurvedLines> movingObjects = new List<MoveOnCurvedLines>();
void Start()
{
Vector3[] positions = GetPositions();
movingObjects = GameObject.FindGameObjectsWithTag("New Prefab").Select(go => go.GetComponent<MoveOnCurvedLines>().ToList();
foreach (MoveOnCurvedLines obj in movingObjects)
{
obj.Init(positions, speed, moveToFirstPositionOnStart);
}
StartCoroutine(TriggerObjects(false));
}
Vector3[] GetPositions()
{
Vector3[] positions = new Vector3[lineRenderer.positionCount];
//Get the positions which are shown in the inspector
lineRenderer.GetPositions(positions);
return positions;
}
IEnumerator TriggerObjects(bool delayFirstObject)
{
WaitForSeconds waitThreeSeconds = new WaitForSeconds(3);
if (delayFirstObject)
yield return waitThreeSeconds;
foreach (MoveOnCurvedLines obj in movingObjects)
{
obj.StartMoving();
yield return waitThreeSeconds;
}
}
}
Movement logic:
public class MoveOnCurvedLines : MonoBehaviour
{
private Transform myTransform;
private bool initialized;
private Vector3[] pos;
private int posIndex = 0;
private float speed;
private bool goForward = true;
private Coroutine moving;
public void Init(Vector3[] positions, float speed, bool instantlyMoveToFirstPosition)
{
myTransform = transform;
pos = positions;
this.speed = speed;
if (instantlyMoveToFirstPosition)
myTransform.position = positions[0];
initialized = true;
}
public void StartMoving()
{
if (initialized && moving == null)
moving = StartCoroutine(Move());
}
public void StopMoving()
{
if (moving != null)
{
StopCoroutine(moving);
moving = null;
}
}
private IEnumerator Move()
{
while (true)
{
Vector3 newPos = myTransform.position;
float distanceToTravel = speed * Time.deltaTime;
bool stillTraveling = true;
while (stillTraveling)
{
Vector3 oldPos = newPos;
newPos = Vector3.MoveTowards(oldPos, pos[posIndex], distanceToTravel);
distanceToTravel -= Vector3.Distance(newPos, oldPos);
if (newPos == pos[posIndex]) // Vector3 comparison is approximate so this is ok
{
// when you hit a waypoint:
if (goForward)
{
bool atLastOne = posIndex >= pos.Length - 1;
if (!atLastOne)
{
posIndex++;
}
else
{
posIndex--;
goForward = false;
}
}
else
{ // going backwards:
bool atFirstOne = posIndex <= 0;
if (!atFirstOne)
{
posIndex--;
}
else
{
posIndex++;
goForward = true;
}
}
}
else
{
stillTraveling = false;
}
}
myTransform.position = newPos;
}
}
}
MovementController only provides the necessary data, which all your objects share (e.g. the path), but every MoveOnCurvedLines object keeps track of it's progress independently.
Optimizations:
I cached transform in myTransform, since Unity's transform calls GetComponent<Transform>() every time producing unnecessary overhead.
Moving is done in a coroutine, not in Update, since checking n go bools every frame n objects do not move is unnecessary.
I changed your public fields to private ones getting serialized, since it's best practice to restrict access as much as possible. If you need to access them from another script in your project just make them public again.
So, when I start the game, my character can jump on the first platform (because that is the manually placed platform), but I cannot jump on the spawned floors. BTW I am able to run on the floors and I know my jump works correctly.
I have tried so many ways of collider detection I am going crazy and I know its a simple fix that I just can't figure out.
I expected my character to be able to jump on the duplicated platforms but the character just doesn't do anything at all.
If anyone is willing to take a look that would be very helpful. - Nick
P.S I know my code is messy.
CODE:
#Code that is on my player script#
using System;
using System.Diagnostics;
using System.Threading;
using System.Collections;
using System.Collections.Generic;
using TouchControlsKit;
using UnityEngine;
using UnityEngine.SceneManagement;
using System.Text;
using System.IO;
public class Attack : MonoBehaviour
{
const float k_GroundedRadius = .2f; // Radius of the overlap circle to determine if grounded
[SerializeField] private LayerMask m_WhatIsGround;
[SerializeField] private Transform m_GroundCheck;
private bool m_Grounded;
public Collider2D objectCollider;
public Collider2D anotherCollider;
[Range(0, .3f)] [SerializeField] private float m_MovementSmoothing = .05f;
private Timer t;
private Timer a;
private float timeStamp;
private float die = 0;
public GameObject bullet;
private bool m_FacingRight = true;
public float move;
private Vector3 velocity = Vector3.zero;
public GameObject idle_0;
public playscript play;
public Transform player;
private Rigidbody2D m_Rigidbody2D;
[SerializeField] private float m_JumpForce = 200f;
bool swing = false;
bool isgrounded = false;
public bool canJump = false;
bool slide = false;
public Transform groundLayer; // Insert the layer here.
public Vector2 jumpHeight;
private Vector2 touchOrigin = -Vector2.one;
public Vector2 moveSpeed;
public bool run;
Collider2D m_Collider;
// variable to hold a reference to our SpriteRenderer component
private SpriteRenderer mySpriteRenderer;
// This function is called just one time by Unity the moment the component loads
private void Awake()
{
// get a reference to the SpriteRenderer component on this gameObject
mySpriteRenderer = GetComponent<SpriteRenderer>();
animator.SetBool("death", false);
}
public Animator animator;
Animator anim;
int swingHash = Animator.StringToHash("swing");
// Use this for initialization
void Start()
{
timeStamp = Time.time + 5;
m_Collider = GetComponent<Collider2D>();
run = false;
m_Rigidbody2D = GetComponent<Rigidbody2D>();
anim = GetComponent<Animator>();
animator.SetBool("isgrounded", false);
isgrounded = false;
canJump = false;
animator.SetBool("swing", false);
}
private void FixedUpdate()
{
m_Grounded = false;
// The player is grounded if a circlecast to the groundcheck position hits anything designated as ground
// This can be done using layers instead but Sample Assets will not overwrite your project settings.
Collider2D[] colliders = Physics2D.OverlapCircleAll(m_GroundCheck.position, k_GroundedRadius, m_WhatIsGround);
for (int i = 0; i < colliders.Length; i++)
{
if (colliders[i].gameObject != gameObject)
animator.SetBool("isgrounded", true);
m_Grounded = true;
}
}
// Update is called once per frame
void Update()
{
anotherCollider = GameObject.FindGameObjectWithTag("Ground").GetComponent<BoxCollider2D>();
objectCollider = GameObject.FindGameObjectWithTag("Player").GetComponent<CapsuleCollider2D>();
Vector3 targetVelocity = new Vector2(move * 2f, m_Rigidbody2D.velocity.y);
m_Rigidbody2D.velocity = Vector3.SmoothDamp(m_Rigidbody2D.velocity, targetVelocity, ref velocity, m_MovementSmoothing);
animator.SetBool("run", true);
if (move > 0 && !m_FacingRight)
{
// ... flip the player.
Flip();
}
// Otherwise if the input is moving the player left and the player is facing right...
else if (move < 0 && m_FacingRight)
{
// ... flip the player.
Flip();
}
int horizontal = 0; //Used to store the horizontal move direction.
int vertical = 0; //Used to store the vertical move direction.
#if UNITY_STANDALONE || UNITY_WEBPLAYER
//Check if we are running on iOS, Android, Windows Phone 8 or Unity iPhone
#elif UNITY_IOS || UNITY_ANDROID || UNITY_WP8 || UNITY_IPHONE
//Check if Input has registered more than zero touches
if (Input.touchCount > 0)
{
//Store the first touch detected.
Touch myTouch = Input.touches[0];
//Check if the phase of that touch equals Began
if (myTouch.phase == TouchPhase.Began)
{
//If so, set touchOrigin to the position of that touch
touchOrigin = myTouch.position;
}
//If the touch phase is not Began, and instead is equal to Ended and the x of touchOrigin is greater or equal to zero:
else if (myTouch.phase == TouchPhase.Ended && touchOrigin.x >= 0)
{
//Set touchEnd to equal the position of this touch
Vector2 touchEnd = myTouch.position;
//Calculate the difference between the beginning and end of the touch on the x axis.
float x = touchEnd.x - touchOrigin.x;
//Calculate the difference between the beginning and end of the touch on the y axis.
float y = touchEnd.y - touchOrigin.y;
//Set touchOrigin.x to -1 so that our else if statement will evaluate false and not repeat immediately.
touchOrigin.x = -1;
//Check if the difference along the x axis is greater than the difference along the y axis.
if (Mathf.Abs(x) > Mathf.Abs(y))
//If x is greater than zero, set horizontal to 1, otherwise set it to -1
horizontal = x > 0 ? 1 : -1;
else
//If y is greater than zero, set horizontal to 1, otherwise set it to -1
vertical = y > 0 ? 1 : -1;
}
}
#endif
if (TCKInput.GetAction("jumpBtn", EActionEvent.Up))
{
animator.SetBool("jump", false);
}
if (TCKInput.GetAction("jumpBtn", EActionEvent.Down) && m_Grounded == true)
{
animator.SetBool("jump", true);
m_Grounded = false;
m_Rigidbody2D.AddForce(new Vector2(0f, m_JumpForce));
}
if (TCKInput.GetAction("fireBtn", EActionEvent.Down))
{
animator.SetBool("swing", true);
m_Collider.enabled = !m_Collider.enabled;
}
if (TCKInput.GetAction("fireBtn", EActionEvent.Up))
{
animator.SetBool("swing", false);
m_Collider.enabled = !m_Collider.enabled;
}
if (TCKInput.GetAction("slideBtn", EActionEvent.Down))
{
if (timeStamp <= Time.time)
{
animator.SetBool("slide", true);
GameObject b = (GameObject)(Instantiate(bullet, transform.position + transform.right * 1.5f, Quaternion.identity));
b.GetComponent<Rigidbody2D>().AddForce(transform.right * 1000);
timeStamp = Time.time + 5;
}
}
if (TCKInput.GetAction("slideBtn", EActionEvent.Up))
{
animator.SetBool("slide", false);
}
if (TCKInput.GetAction("right", EActionEvent.Press))
{
move = -1;
}
if (TCKInput.GetAction("right", EActionEvent.Up))
{
animator.SetBool("run", false);
}
if (TCKInput.GetAction("left", EActionEvent.Press))
{
move = 1;
}
if (TCKInput.GetAction("left", EActionEvent.Up))
{
animator.SetBool("run", false);
}
if (objectCollider.IsTouching(anotherCollider))
{
canJump = true;
}
else
{
canJump = false;
}
}
private void Flip()
{
// Switch the way the player is labelled as facing.
m_FacingRight = !m_FacingRight;
// Multiply the player's x local scale by -1.
Vector3 theScale = transform.localScale;
theScale.x *= -1;
transform.localScale = theScale;
}
void Hurt()
{
move = 4;
SceneManager.LoadScene(0);
}
protected void OnCollisionEnter2D(Collision2D collision)
{
EnemyHealth3 enemy = collision.collider.GetComponent<EnemyHealth3>();
if (enemy != null)
{
move = 0;
animator.SetBool("death", true);
m_Rigidbody2D.AddForce(new Vector2(0f, m_JumpForce));
StartCoroutine(ExecuteAfterTime(.1));
}
}
IEnumerator ExecuteAfterTime(double time)
{
yield return new WaitForSeconds((float)time);
Hurt();
}
}
#Code that is on the floor spawner script#
using UnityEngine;
using System.Collections;
public class Floor_Spawn_Script : MonoBehaviour
{
public GameObject[] obj;
private float oldPosition;
private float currentPosition;
private float ctr = 0;
private float inte = 10.19f;
// Use this for initialization
private void Start()
{
oldPosition = transform.position.x;
AddRoom(ctr * inte);
ctr += 1;
AddRoom(ctr * inte);
ctr += 1;
AddRoom(ctr * inte);
}
// Update is called once per frame
void Update()
{
currentPosition = transform.position.x;
if ((currentPosition - oldPosition) <= 9.595f)
{
AddRoom(ctr * inte);
oldPosition = transform.position.x;
ctr += 1;
}
}
void AddRoom(float roomCenter)
{
GameObject room = (GameObject)Instantiate(obj[Random.Range(0, obj.Length)]);
room.transform.position = new Vector3(roomCenter, 0f, 10f);
}
}```
This question HAS been answered before but I tried everything and it didn't work.
I have this int in a flappy bird clone where you collect coins and it goes up by one kinda like a coin counter.
Every time you collect a coin it does
PlayerPrefs.SetInt("coin", coin);
coin+=1
PlayerPrefs.Save();
And when a new coin spawns I do this in the very start of the class (not in void Start() )
private int coin = PlayerPrefs.GetInt("coin");
And everything worked fine.
I even tested it by putting a print in console code and it counted down the coins just fine!
But I also have this other scene called Shop, where you can spend those coins. However I made like a little way to draw those integers, that should work fine, BUT I get an error that getInt can only be called from main thread, which is dumb because I cant put it in the start / awake / update method, because when I do so I get a ton more errors.
What do I do? I want to call the coin integer that I saved using playerprefs in that scene in order to draw the amount of coins
I try calling it like this: private int coin = PlayerPrefs.GetInt("coin");
but I get an error, even though I don't get one when I call it in the actual game scene.
Full code:
using UnityEngine;
using System.Collections;
public class SpriteScript : MonoBehaviour
{
private int coin = PlayerPrefs.GetInt("coin");
public Sprite num1;
public Sprite num2;
public Sprite num3;
public Sprite num4;
public Sprite num5;
public Sprite num6;
public Sprite num7;
public Sprite num8;
public Sprite num9;
public Sprite num0;
private int spritenum;
private SpriteRenderer spriteRenderer;
// Use this for initialization
void Start()
{
spriteRenderer = GetComponent<SpriteRenderer>(); // we are accessing the SpriteRenderer that is attached to the Gameobject
if (spriteRenderer.sprite == null) // if the sprite on spriteRenderer is null then
spriteRenderer.sprite = num0; // set the sprite to sprite1
}
// Update is called once per frame
void Update()
{
if (coin < 10)
{
spritenum = coin;
if (coin > 10)
{
if (coin < 20)
{
spritenum = coin - 10;
}
if (coin > 20)
{
if (coin < 30)
{
spritenum = coin - 20;
}
if (coin > 30)
{
if (coin < 40)
{
spritenum = coin - 30;
}
if (coin > 40)
{
if (coin < 50)
{
spritenum = coin - 40;
}
if (coin == 50)
{
spritenum = coin - 50;
}
}
}
}
}
}
ChangeTheDamnSprite();
}
void ChangeTheDamnSprite()
{
if (spritenum == 0)
{
spriteRenderer.sprite = num0;
}
if (spritenum == 1)
{
spriteRenderer.sprite = num1;
}
if (spritenum == 2)
{
spriteRenderer.sprite = num2;
}
if (spritenum == 3)
{
spriteRenderer.sprite = num3;
}
if (spritenum == 4)
{
spriteRenderer.sprite = num4;
}
if (spritenum == 5)
{
spriteRenderer.sprite = num5;
}
if (spritenum == 6)
{
spriteRenderer.sprite = num6;
}
if (spritenum == 7)
{
spriteRenderer.sprite = num7;
}
if (spritenum == 8)
{
spriteRenderer.sprite = num8;
}
if (spritenum == 9)
{
spriteRenderer.sprite = num9;
}
}
}
By the way if you're wondering, it pretty much looks how many coins you have and replaces the sprite to match the number, please don't question the stupid way I used to draw the coin amount, can you please help me fix the problem? As I said I tried putting it in start method, nothing happens, instead more errors.
Oh and im building to android if that changes anything
I suspect you're approaching this problem the wrong way. May I suggest you create a new class called CoinController : Monobehaviour and attach it to your player.
public class CoinController: MonoBehaviour {
int coins;
public int Coins {
get {
return coins;
}
}
public Sprite GetSprite() {
//logic for determining sprite based on number of coins here
}
public void AddCoins(int num) {
coins += num;
}
public void SpendCoins(int num) {
coins -= num;
}
}
CoinController coinController = GetComponent<CoinController>();
coinController.AddCoins(5);
coinController.SpendCoins(2);
//in update method
Sprite thisSprite = coinController.GetSprite();
//draw sprite logic, not sure how you're doing this, but DrawCoinSprite would be some method that updates which sprite to draw
DrawCoinSprite(thisSprite);
I hope that helps!