VR speedrun timer - c#

I am working on a VR speedrun game and I need a timer. The timer doesn't need to be showed in the screen for the player, just on the map I made. It needs to start when the player (VR) passes a specific point and end when it reaches a different point. If anyone has an idea of how to make this work I would really appreciate it.

On the start line you could have an empty gameobject with a trigger collider on it, and in the OnTriggerEnter event you could start a Coroutine that keeps track of the time, and on the finish line you'd have another trigger collider that sets a flag and stops the timer.
Something along the lines of this should work:
using UnityEngine;
using System;
public class Player : MonoBehaviour {
private bool _isTimerStarted = false;
private float _timeElapsed = 0;
private void OnTriggerEnter(Collider other) {
if (other.gameObject.name.Equals("Start Line")) {
_isTimerStarted = true;
StartCoroutine(StartTimer());
} else if (other.gameObject.name.Equals("Finish Line") {
_isTimerStarted = false;
}
}
IEnumerator StartTimer() {
while (_isTimerStarted) {
_elapsedTime += Time.deltaTime;
yield return null;
}
yield break;
}
}
For this to work just make sure your player has a RigidBody attached or else no collision will be detected :)

If you want a "timer" as in "show the elapsed time since some event" you might take a look at Stopwatch
var sw = Stopwatch.StartNew();
...
Console.WriteLine(sw.Elapsed.ToString());
The stopwatch is primarily intended for performance measurements. But it is easy to use, so if it fits your use case you might as well make use of it, even if the resolution and accuracy is much greater than you need.

Related

How to do if something happened make number - 1

I am trying to do when i destroy all boxes something happen.
My code is;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class destroy : MonoBehaviour
{
private string BALL_TAG = "ball";
public AudioClip coin;
public AudioSource src;
public float numBox = 120f;
public bool isDestroyed;
private void OnCollisionEnter2D(Collision2D collision)
{
if (collision.gameObject.CompareTag(BALL_TAG))
{
src.clip = coin;
src.Play();
Destroy(gameObject);
isDestroyed = true;
}
}
private void Update()
{
boxes();
}
public void boxes()
{
if(isDestroyed == true)
numBox -= 1f;
if(numBox == 119)
SceneManager.LoadScene("mainManu");
}
private IEnumerator Two()
{
yield return new WaitForSeconds(1f);
Destroy(gameObject);
}
}
But it doesn't work.
It is suppose to do when I broke 1 box it sends me to menu.
I think its problem in "numBox -= 1f;" because I don't know hot to make this.
I don't understand your code completely. So, I need to make some assumptions.
I think the Script is attached to the box and every box has this Script. I also think, that your player Shoots Ball. Those Balls have a collider with an ball tag.
There are multiple problems with your code.
The first one is, that your count variable, numBox, is saved in your destroy Script, which is placed on each box.
this means, that every Box is counting for itself.
You have to centralize this. There are multiple ways for doing this.
One way is to declare this variable as static(https://learn.microsoft.com/en-us/dotnet/csharp/language-reference/keywords/static)
This is not best practice, but works.
A Better way is to have a Script on Your Player, which holds this number and every Box searches for this Script and change this number if it is destroyed.
The second big Problem is, that your are doing some really weird thing in your Update and the collision handling
First of all, you are setting isDestroyed to true. Then in your boxes method, which is called in every Frame, you are decrementing your numBox variable by one, if this is Destroyed is true.
So if your Box gets hit, you are decrementing every frame.
After that you are checking every frame if your numBox is 119
If so, you change the Scene.
This is the reason, why you are getting to your MainMenu after only one boy
This behaviour is very weird, because it is totally unnecessary. You can reduce your variable directly in in your OnCollisionEnter2D Method.
There are some little things, which can be improved.
When you are trying to play a Sound, you don't have to specify the AudioClip in code. You can assign this directly in Unity on the AudioSource Component via drag and drop. This makes your code simpler.
You are not calling the Two Coroutine. You've specified this Coroutine but don't call it.
//Script on Player
public class PlayerBoxDestroyManager:MonoBehaviour
{
public int StartBoxes = 120;
private int Boxes;
private void Start()
{
Boxes = StartBoxes;
}
public void DestroyBox()
{
//Reduce our Boxes count
//This is equal to Boxes -= 1
// Boxes = Boxes -1
Boxes--;
// If we have less or zero Boxes left, we End call our EndGame methode
if(Boxes <= 0)
{
EndGame();
}
}
private void EndGame()
{
// We change the Scene to the mainMenu
SceneManager.LoadScene("mainManu");
}
}
```
//Script on all Boxes
public class Box : MonoBehaviour
{
public string Balltag = "ball";
//Audio Source the Audio Clip has to be assigned in the Unity editor
public AudioSource Coin;
private void OnCollisionEnter2D(Collision2D collision)
{
//Check it colliding Object has the right Tag
if(collision.transform.tag == Balltag)
{
//Get the reference to the Player Script
PlayerBoxDestroyManager PBDM = FindObjectOfType<PlayerBoxDestroyManager>();
//We can now access the Destroy Box Methode
PBDM.DestroyBox();
//Play the sound
Coin.Play();
//If we destroy our Object now, the Sound would also be deletet.
//We want to hear the sound, so we have to wait, till the sound is finished.
StartCoroutine(WaitTillAudioIsFinished());
}
}
IEnumerator WaitTillAudioIsFinished()
{
//we wait till the sound is finished
while (Coin.isPlaying)
{
yield return null;
}
//if finished, we destroy the Gameobject
Destroy(gameObject);
}
}
I hope I helped you. If you have questions, feel free to ask.
And sorry for my English:)

Unity Freezes-(Unity newbie)

I'm totally newbie in Unity and C#, and will apprecaite your Help.
i'm trying to make tower Defense Game,with help of Tutorial, but it seems to be a Problem with while under my Game Loop,it will freez each time i use While. and something else that i notice is EnemyIDsToSummon.Count is whole the time 0.
here you can see my GameLoop:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GameLoopManager : MonoBehaviour
{
private static Queue<int> EnemyIDsToSummon;
public bool LoopShouldEnd;
private void Start()
{
EnemyIDsToSummon= new Queue<int>();
EntitySummoner.Init();
StartCoroutine(GameLoop());
InvokeRepeating("SummonTest", 0f, 1f);
}
void SummonTest(){
EnqueueEnemyIDToSummon(1);
}
IEnumerator GameLoop(){
while(LoopShouldEnd==false){
//Spawn Enemies
if(EnemyIDsToSummon.Count>0)
{
for(int i=0;i<EnemyIDsToSummon.Count;i++){
EntitySummoner.SummonEnemy(EnemyIDsToSummon.Dequeue());
}
}
//Spawn Towers
//Move Enemies
//Tick Towers
//Apply Effects
//Damge Enemies
//Remove Enemies
// remove Towers
}
yield return null;
}
public static void EnqueueEnemyIDToSummon(int ID){
EnemyIDsToSummon.Enqueue(ID);
}
}
and here is the tutorial i've used:
https://www.youtube.com/watch?v=-Pj5o5I_Wl4&t=1263s
You've written a Unity coroutine GameLoop, which has a while loop in it.
The engine will enter the while loop and never leave, because nothing sets LoopShouldEnd to true, or breaks out of the loop.
Usually, you'd fix this by yielding from the coroutine (yield return null) from inside the while loop, and setting LoopShouldEnd to false on the frame you want it to stop, or ending the while loop once you're done spawning inside that frame (you can break to end it immediately)
When the yield is outside the while loop, it will only happen after the while loop finishes, which is never, so no other code runs and the editor freezes.
Some useful documentation on coroutines:
https://docs.unity3d.com/Manual/Coroutines.html

How can I execute code if something is true, continue executing the code indefinitely, but stop evaluating the if statement?

I'm just starting out please excuse vast ignorance.
I'm writing a c# script in unity as part of the essentials training. I'm doing the 3d audio module and I thought I'd try and get a little bit fancier than the scope of this particular lesson which is supposed to be having an object fly through a window in a pre-built scene and make a 3d sound as it moves.
I wanted to make the movement of the object conditional upon a player moving close to it in 3d space. I figured out how to trigger the movement of an object in a script with an if statement that changes the transform parameters of the object the script is attached to when a 'distanceFromObject' variable is < 2. It works, however the script runs in the update section of the script which runs once every frame. This means that the object's transform parameters are changed every frame as expected but of course stops doing so when the distance between the object that's moving and the player exceeds 2.
I see the mistake I've made because if the object moves away when the player gets close then it will inevitably eventually move far enough away that the distanceFromObject variable will grow bigger than 2 whereupon it stops and just hovers in place. I don't know how to fix it though.
I need the script to check the distance between the object and the player every frame so that it will trigger the instance the player gets close enough, and when they get close enough, I need the object to move away, however once it has been triggered to move, I need the object to continue moving, but the script to stop checking what the distance is anymore.
The script looks like this
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class FlyOff : MonoBehaviour
{
public Vector3 rotateChange;
public Vector3 positionChange;
public float distanceFromObject;
public GameObject character;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
distanceFromObject = Vector3.Distance(character.transform.position, this.gameObject.transform.position);
print (distanceFromObject);
if (distanceFromObject < 2)
{
transform.Rotate (rotateChange);
transform.position += positionChange;
}
}
}
Use flags instead of writing your logic in the if statement :
public class FlyOff : MonoBehaviour
{
// fields removed for more readability
// use a flag that's set to true/false
private bool isCloseEnough = false;
void Update()
{
distanceFromObject = Vector3.Distance(character.transform.position, this.gameObject.transform.position);
print (distanceFromObject);
// set the flag to true when player is close enough
if (distanceFromObject < 2)
{
isCloseEnough = true;
}
// even if the player gets far, the flag will remain true
if (isCloseEnough)
{
transform.Rotate (rotateChange);
transform.position += positionChange;
}
}
}
You can even apply the opposite logic to stop the object to move away when it has reach a certain distance :
if (distanceFromObject < 2)
{
isCloseEnough = true;
}
else if (distanceFromObject > SomeValue)
{
isCloseEnough = false;
}
If I understand correctly you could just add a bool flag and set it once you are close enough. Then you can start moving and skip further distance checks but keep moving forever.
private bool flyAway;
void Update()
{
if(!flyAway)
{
distanceFromObject = Vector3.Distance(character.transform.position, transform.position);
print (distanceFromObject);
if (distanceFromObject < 2)
{
flyAway = true;
}
}
else
{
transform.Rotate (rotateChange);
transform.position += positionChange;
}
}
In general: Avoid using print every frame! Even if you user doesn't see the log in a built app it is still causing overhead!

How would I write a timer, that correctly works as Coroutine, as void?

I want to train a Unity ML Agent and at one part at its functionality, theres a timer written as Coroutine rightnow. I have the feeling that the Coroutine is not performing well within the training so I would like to write it as void instead of the Coroutine.
The Coroutine looks like this:
private IEnumerator AttackExecutionTimer(CharacterSettings opponent, ScriptableAttack attack)
{
float duration = attack.ExecutionTime;
float normalizedTime = 0;
while (normalizedTime <= duration)
{
normalizedTime += Time.fixedDeltaTime / duration;
yield return null;
}
DoDamage(opponent, attack); //for testing, you can replace this with a log
_isCompleted = true;
}
This works fine in normal play mode. But now I want to have it as void for my agent training and every attempt I tried was causing that damage was done over a short period of time, not only once. I guess it's because I don't know how to get the precise moment when the damage should be done. Also, first I had this with Time.deltaTime, I simply switched it to Time.fixedDeltaTime as a test to check if this would perform better in training.
The _isCompleted bool is checked and set within the method that calls this Coroutine like so:
if (!_isCompleted)
{
return;
}
_isCompleted = false;
//check some other conditions
StartCoroutine(AttackExecutionTimer());
You can use Event Programming approach or Callbacks.
Another option is to Invoke method inside Unity.
using UnityEngine;
using System.Collections.Generic;
public class ExampleScript : MonoBehaviour
{
// Launches a projectile in 2 seconds
Rigidbody projectile;
void Start()
{
Invoke("LaunchProjectile", 2.0f);
}
void LaunchProjectile()
{
Rigidbody instance = Instantiate(projectile);
instance.velocity = Random.insideUnitSphere * 5.0f;
}
}

Flashing GameObject in Unity

How can I create a flashing object in Unity using SetActiveRecursively (Moment = 1 second).
My example (for changes):
public GameObject flashing_Label;
private float timer;
void Update()
{
while(true)
{
flashing_Label.SetActiveRecursively(true);
timer = Time.deltaTime;
if(timer > 1)
{
flashing_Label.SetActiveRecursively(false);
timer = 0;
}
}
}
Use InvokeRepeating:
public GameObject flashing_Label;
public float interval;
void Start()
{
InvokeRepeating("FlashLabel", 0, interval);
}
void FlashLabel()
{
if(flashing_Label.activeSelf)
flashing_Label.SetActive(false);
else
flashing_Label.SetActive(true);
}
Take a look on unity WaitForSeconds function.
By passing int param. (seconds), you can toggle your gameObject.
bool fadeIn = true;
IEnumerator Toggler()
{
yield return new WaitForSeconds(1);
fadeIn = !fadeIn;
}
then call this function by StartCoroutine(Toggler()).
You can use the Coroutines and new Unity 4.6 GUI to achieve this very easily. Check this article here which falsges a Text. YOu can modify it easily for gameobject easily
Blinking Text - TGC
If you just need the code, here you go
using UnityEngine;
using System.Collections;
using UnityEngine.UI;
using UnityEngine.EventSystems;
public class FlashingTextScript : MonoBehaviour {
Text flashingText;
void Start(){
//get the Text component
flashingText = GetComponent<Text>();
//Call coroutine BlinkText on Start
StartCoroutine(BlinkText());
}
//function to blink the text
public IEnumerator BlinkText(){
//blink it forever. You can set a terminating condition depending upon your requirement
while(true){
//set the Text's text to blank
flashingText.text= "";
//display blank text for 0.5 seconds
yield return new WaitForSeconds(.5f);
//display “I AM FLASHING TEXT” for the next 0.5 seconds
flashingText.text= "I AM FLASHING TEXT!";
yield return new WaitForSeconds(.5f);
}
}
}
P.S: Even though it seems to be an infinite loop which is generally considered as a bad programming practice, in this case it works quite well as the MonoBehaviour will be destroyed once the object is destroyed. Also, if you dont need it to flash forever, you can add a terminating condition based on your requirements.
Simple way is to use InvokeRepeating() and CancelInvoke() method.
InvokeRepeating("BlinkText",0,0.3) will repeatedly call BlinkText() for every 0.03 time Interval.
CancelInvoke("BlinkText") will stop the repeating invoke.
Here's the example :
//Call this when you want to start blinking
InvokeRepeating("BlinkText", 0 , 0.03f);
void BlinkText() {
if(Title.gameObject.activeSelf)
Title.gameObject.SetActive(false);
else
Title.gameObject.SetActive(true);
}
//Call this when you want to stop blinking
CancelInvoke("BlinkText");
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