I want to create public Scene[] levels; and manually assign my levels to the array, then loop through it and generate level selection buttons, but it won't show up in the inspector.
Is there any workaround?
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class True : MonoBehaviour
{
// Start is called before the first frame update
public static int money;
[SerializeField]
public SceneManager[] scenes;
void Start()
{
}
// Update is called once per frame
void Update()
{
}
public void nextscencefirst()
{
SceneManager.LoadScene("Level2");
money++;
}
}
SceneManager is a built-in static class to control scenes during runtime. We can go to any scene by calling LoadScene method from that class. Also SceneManager cannot be seen in Inspector since it cannot be serialized class.
A reminder: Your scenes should be listed on build settings for these to work.
There are three ways to do what you want to do:
Method 1. Create a string list that holds names of scenes
public List<string> sceneNameList = new List<string>;
Method 2. Create a list of indices of scenes that added in build settings.
public List<int> sceneBuildIndexList = new List<int>
If the names of scenes are long or somehow difficult or you want to use sceneBuildIndex value it would be good to create a class and reach scenes from it
[System.Serializable]
public class SceneData
{
public int sceneBuildIndex;
public string sceneKey;
//public void LoadScene() //Maybe
}
public List<SceneData> sceneDataList = new List<SceneData>();
public SceneData GetSceneData(string key)
{
for (int i = 0; i < sceneDataList.Count; i++)
{
if (sceneDataList[i].sceneKey == key)
{
return sceneDataList[i];
}
}
return null;
}
Method 3: In Unity most classes are created from UnityEngine.Object, so it may let you assign scene from the Inspector.
[System.Serializable]
public class SceneData
{
public UnityEngine.Object scene;
public string key;
public void LoadScene()
{
if (scene == null)
{
Debug.LogError("Scene is not assigned");
return;
}
string pathToScene = AssetDatabase.GetAssetPath(scene);
SceneManager.LoadScene(pathToScene); //If the scene is not set in BuildSettings it will throw an error.
}
}
public List<SceneData> sceneDataList = new List<SceneData>();
public SceneData GetSceneData(string key)
{
for (int i = 0; i < sceneDataList.Count; i++)
{
if (sceneDataList[i].key == key)
{
return sceneDataList[i];
}
}
return null;
}
private void Awake()
{
SceneData data = GetSceneData("Level1");
if (data != null)
{
data.LoadScene();
}
}
Related
I am super new to C#, so apologies if this is a simple question or has already been answered. I've been looking at other SO questions, trying the exact methods they use, and am still having no luck.
In Unity, I have an Inventory Object class that I can use to create Inventories in my game:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[CreateAssetMenu(fileName = "New Inventory", menuName = "Inventory System/Inventory")]
public class InventoryObject : ScriptableObject
{
public List<InventorySlot> Container = new List<InventorySlot>();
public void AddItem(ItemObject newItem, int itemAmount)
{
bool inventoryHasItem = false;
for (int i = 0; i < Container.Count; i++)
{
if (CurrentSlotHasItem(Container[i], newItem)) {
if (Container.FindAll((InventorySlot currentSlot) => CurrentSlotHasItem(currentSlot, newItem)).Count < newItem.maxStackSize)
{
Container[i].AddAmount(itemAmount);
inventoryHasItem = true;
break;
}
}
}
if (!inventoryHasItem)
{
Container.Add(new InventorySlot(newItem, itemAmount));
}
}
private bool CurrentSlotHasItem(InventorySlot currentSlot, ItemObject item)
{
return currentSlot.item == item;
}
}
[System.Serializable]
public class InventorySlot
{
public ItemObject item;
public int amount;
public InventorySlot(ItemObject _item, int _amount)
{
item = _item;
amount = _amount;
}
public void AddAmount(int value)
{
amount += value;
}
}
This works great, except for this line:
Container.FindAll((InventorySlot currentSlot) => CurrentSlotHasItem(currentSlot, newItem)).Count < newItem.maxStackSize
For some reason, no matter what I use for the findAll() predicate, I always get the same amount in my inspector - 1. Which means that .Count never goes above 1, and I can go way above my ItemObject.maxStackSize.
This is an example ItemObject class I have:
using UnityEngine;
[CreateAssetMenu(fileName = "New Food Object", menuName = "Inventory System/Items/Food")]
public class FoodObject : ItemObject
{
public int healthAmount;
private void Awake() {
type = ItemType.Food;
maxStackSize = 25;
}
}
This is also my Player script that adds the items to the inventory. It just adds them based off of OnTriggerEnter.
public class Player : MonoBehaviour
{
public InventoryObject inventory;
private void OnTriggerEnter(Collider other)
{
var item = other.GetComponent<Item>();
if (item)
{
inventory.AddItem(item.item, 1);
Destroy(other.gameObject);
}
}
}
Here's some screenshots of my Unity console/inspector, with these two lines added to my InventoryObject class. You can see that .Count never going above 1.
if (CurrentSlotHasItem(Container[i], newItem)) {
Debug.Log(Container.FindAll((InventorySlot currentSlot) => CurrentSlotHasItem(currentSlot, newItem)).Count);
Debug.Log(Container[i].amount);
// rest of class
I don't know what I was thinking here. All I needed to do to get maxStackSize to work was changing the logic inside of AddItem:
for (int i = 0; i < Container.Count; i++)
{
if (Container[i].item.id == newItem.id) {
if (Container[i].amount < newItem.maxStackSize)
{
Container[i].AddAmount(itemAmount);
inventoryHasItem = true;
break;
}
}
}
It just compares Container[i].amount to newItem.maxStackSize. If it's under, it will stack the item. Otherwise, it creates a new item in the inventory.
I am new with unity and C#, I have question about how I save current scrollrect position.
Example : I am scrolling the view , and move to another scene and then back to previous scene but the scroll shows the previous position before I moved the scene, not resetting the scroll to default.
Unfortunately, what you want to make is not available ready-made, you have to make it yourself
first use Recyclable-Scroll-Rect
When scrolling to the bottom of the scroll, you have to save the id you sent to DemoCall via PlayerPrefs, then when you go to another scene and back again to the selected scene, call the scroll info from the point it left off, which is the id you saved
EDIT
After adding the Recyclable-Scroll-Rect, you can use this code
using System.Collections.Generic;
using UnityEngine;
using PolyAndCode.UI;
using System.Collections;
public struct ContactTsnif
{
public string id;
}
public class Objx
{
public string id;
}
public class RecyclTsnif : MonoBehaviour, IRecyclableScrollRectDataSource
{
[SerializeField]
RecyclableScrollRect _recycHat;
public GameObject RecyScrHat;
[SerializeField]
public int _dataLenHat;
public int beginning;
private List<ContactTsnif> _contactList = new List<ContactTsnif>();
public List<string> id = new List<string>();
void Start()
{
beginning = PlayerPrefebs.GetInt("Start", 5)// start with 5
GetHat();
}
public void GetHat()
{
_dataLenHat = 0;
_recycHat.DataSource = this;
InitDataHat();
RecyScrHat.GetComponent<RecyclableScrollRect>().Initialize();
}
public void InitDataHat()
{
if (_contactList != null) _contactList.Clear();
for (int i = beginning; i < _dataLenHat;)
{
ContactTsnif obj = new ContactTsnif();
obj.id = id[i];
i++;
_contactList.Add(obj);
}
}
#region DATA-SOURCE
public int GetItemCount()
{
return _contactList.Count;
}
public void SetCell(ICell cell, int index)
{
var item1 = cell as DemoTsnif;
item1.ConfigureCellSor(_contactList[index], index);
}
#endregion
}
Demo
using UnityEngine;
using System;
using System.Collections;
public class DemoTsnif : MonoBehaviour, ICell
{
private ContactTsnif _ContactInfo;
private int _cellIndex;
public int id;
public void GetData()
{
}
public void ConfigureCellSor(ContactTsnif contactInfo,int cellIndex)
{
_cellIndex = cellIndex;
_ContactInfo = contactInfo;
id = contactInfo.id;
GetData();
}
}
Do you tried read / write normalizedPosition?
You basically need to do two things:
You need to attach this script to the GameObject which contains the ScrollRect in order to persist the position:
using UnityEngine;
using System.Collections;
using UnityEngine.EventSystems; // Required when using event data
using UnityEngine.UI;
public class DragNotify : MonoBehaviour, IEndDragHandler // required interface when using the OnEndDrag method.
{
//Do this when the user stops dragging this UI Element.
public void OnEndDrag(PointerEventData data)
{
PlayerPrefs.SetFloat("scrollX", this.GetComponent<ScrollRect>().normalizedPosition.x);
}
}
You also need to apply the normalizedPosition once you initialized the ScrollRect and after you applied the desired content:
this.transform.Find("Scroll View").GetComponent<ScrollRect>().normalizedPosition = new Vector2(PlayerPrefs.GetFloat("scrollX"), 0F);
I'm trying to set up an undo/redo system during runtime and couldn't get my code to work correctly. I have created an undo button, but when I moved my game object and press the undo button, the game object doesn't go back to its original states.
I just wanted to be able to have the end-user undo /redo his lastest action during runtime and not during Editor mode. I have made several attempts and have tried many different scripts but haven't made any progress. Any suggestions?
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class undoit : MonoBehaviour
{
public class setting
{
public GameObject Obj;
public Vector3 Pos;
public Quaternion Rot;
public bool Deleted;
public void Restore()
{
Obj.transform.position = Pos;
Obj.transform.rotation = Rot;
Obj.SetActive(Deleted);
}
public setting(GameObject g)
{
Obj = g;
Pos = g.transform.position;
Rot = g.transform.rotation;
Deleted = g.activeSelf;
}
}
public List<setting> UndoList;
public void AddUndo(GameObject g)
{
setting s = new setting(g);
UndoList.Add(s);
}
public void Undo()
{
if (UndoList.Count > 0)
{
UndoList[UndoList.Count - 1].Restore();
UndoList.RemoveAt(UndoList.Count - 1);
}
}
void Start()
{
UndoList = new List<setting>();
}
}
First you need something you can store the relevant data to like e.g.
public struct ObjectState
{
// The transform this data belongs to
private Transform transform;
private Vector3 localPosition;
private Quaternion localRotation;
private Vector3 localScale;
private bool active;
public ObjectState (GameObject obj)
{
transform = obj.transform;
localPosition = transform.localPosition;
localRotation = transform.localRotation;
localScale = transform.localScale;
active = obj.activeSelf;
}
public void Apply()
{
transform.localPosition = localPosition;
transform.localRotation = localRotation;
transform.localScale = localScale;
transform.gameObject.SetActive(active);
}
}
Next I would use a wrapper class to store undo able changes like
public struct UndoableChange
{
private ObjectState _before;
private ObjectState _after;
public UndoableChange (ObjectState before, ObjectState after)
{
_before = before;
_after = after;
}
public void Undo()
{
_before.Apply();
}
public void Redo()
{
_after.Apply();
}
}
Or in case you need it for my objects at once you could use lists e.g. something like
public struct UndoableChange
{
private List<ObjectState> _before;
private List<ObjectState> _after;
public UndoableChange (List<ObjectState> before, List<ObjectState> after)
{
_before = before;
_after = after;
}
public void Undo()
{
foreach(var state in _before)
{
state.Apply();
}
}
public void Redo()
{
foreach(var state in _after)
{
state.Apply();
}
}
}
Then for the controller I would use two Stack. A Stack is "last in - first out" so exactly what you need. You add new entries using Push and by using Pop you retrieve the last added element and at the same time remove it from the stack. So it would look like
public static class UndoRedo
{
private static Stack<UndoableChange> undoStack = new Stack<UndoableChange>();
private static Stack<UndoableChange> redoStack = new Stack<UndoableChange>();
public static void Undo()
{
if(undoStack.Count == 0) return;
var lastAction = undoStack.Pop();
lastAction.Undo();
redoStack.Push(lastAction);
}
public static void Redo()
{
if(redoStack.Count == 0) return;
var lastAction = redoStack.Pop();
lastAction.Redo();
undoStack.Push(lastAction);
}
public static void AddAction(UndoableChange action)
{
redoStack.Clear();
undoStack.Push(action);
}
}
I dont know how exactly your user interacts with the objects but you now would always do something like
// at some point store the initial values
var before = new ObjectState (selectedGameObject);
//TODO Apply all your changes to the selected object
// get the new values
var after = new ObjectState (selectedGameObject);
// Log to the history
UndoRedo.AddAction(new UndoableChange(before, after));
or use lists for all selected objects accordingly e.g. simply using Linq
using System.Linq;
...
var before = selectedGameObjects.Select(obj => new ObjectState(obj)).ToList();
//TODO Apply all your changes to all the selected objects
var after = selectedGameObjects.Select(obj => new ObjectState(obj)).ToList();
UndoRedo.AddAction(new UndoableChange(before, after));
Note: Typed on smartphone but I hope the idea gets clear
Here is the code I am using:
public enum TargetingOptions
{
NoTarget,
AllCreatures,
EnemyCreatures,
YourCreatures,
AllCharacters,
EnemyCharacters,
YourCharacters
}
public enum Faction
{
Fog,
Imperial,
Monster,
Pirate
}
public class CardAsset : ScriptableObject
{
public CharacterAsset characterAsset;
[TextArea(2, 3)]
public string Description;
public Sprite CardImage;
public int ManaCost;
[Header("Faction")]
public Faction faction;
[Header("Creature Info")]
public int MaxHealth;
public int Attack;
public int AttacksForOneTurn = 1;
public bool Charge;
public string CreatureScriptName;
public int specialCreatureAmount;
[Header("SpellInfo")]
public string SpellScriptName;
public int specialSpellAmount;
public TargetingOptions Targets;
}
what I am trying to do is create a different "hand" of cards depending on faction. to do this I have created a separate "hand" script for each of the factions, but I want to create a "handmultiple" script that will choose which "hand faction" script to head to.
So if in unity "pirate" is chosen, then all that will appear would be the associated scripts (ignoring fog, imperial and pirate scripts)
Does that make sense?
thank you!
enter code here using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using DG.Tweening;
public class HandVisualImperial : MonoBehaviour
{
public AreaPosition owner;
public bool TakeCardsOpenly = true;
public SameDistanceChildren slots;
[Header("Transform References")]
public Transform DrawPreviewSpot;
public Transform DeckTransform;
public Transform OtherCardDrawSourceTransform;
public Transform PlayPreviewSpot;
private List<GameObject> CardsInHand = new List<GameObject>();
public void AddCard(GameObject card)
{
CardsInHand.Insert(0, card);
card.transform.SetParent(slots.transform);
PlaceCardsOnNewSlots();
UpdatePlacementOfSlots();
}
public void RemoveCard(GameObject card)
{
CardsInHand.Remove(card);
PlaceCardsOnNewSlots();
UpdatePlacementOfSlots();
}
So I think I have it figured out:
Have a whole bunch more work to do before testing it unfortunately.. but I believe I have it done now... Thank you all for the help!!!
public class HandVisualMultiple : MonoBehaviour
{
Faction factiontype;
public HandVisualFog fog;
public HandVisualImperial imperial;
public HandVisualMonster monster;
public HandVisualPirate pirate;
void Start()
{
fog = GetComponent<HandVisualFog>();
imperial = GetComponent<HandVisualImperial>();
monster = GetComponent<HandVisualMonster>();
pirate = GetComponent<HandVisualPirate>();
if (factiontype == Faction.Fog)
{
fog.enabled = true;
imperial.enabled = false;
monster.enabled = false;
pirate.enabled = false;
}
else if (factiontype == Faction.Imperial)
{
fog.enabled = false;
imperial.enabled = true;
monster.enabled = false;
pirate.enabled = false;
}
else if (factiontype == Faction.Monster)
{
fog.enabled = false;
imperial.enabled = false;
monster.enabled = true;
pirate.enabled = false;
}
else if (factiontype == Faction.Pirate)
{
fog.enabled = false;
imperial.enabled = false;
monster.enabled = false;
pirate.enabled = true;
}
}
}
It's not the answer for your question, but an experienced game developer advice.
Try to use Polimorfism. A single main class. "class Creature" and then a lot of child classes class ImperialCreature:Creature, class PirateCreature:Creature and then set the parameters to each of them.
And later you can set another sub classes. for instance: class JackSparrow:PirateCreature ... and on...
The enum is similar to an array, so if you do (int)Faction.Fog it will return 0 since it's the first item. You could have an array or list with your scripts in the same order as your enum and call them by casting the enum to an int
I'm hoping this might be something simple I'm missing.
I have a ScriptableObject script that looks like this:
using UnityEngine;
using System.Collections;
[CreateAssetMenu]
public class Item: ScriptableObject
{
public string iname;
public int iindex;
public Sprite sprite;
public GameObject itemObject;
public int value;
public string description;
public itemType itemtype;
public enum itemType
{
Consumable,
Equippable,
}
}
This works great in the editor, but if I publish to Android or Windows any script that references the ScriptableObject, it does not work. What am I missing?
For example the following block of code does not seem to execute at all:
for (int i = 0; i < 3; i++)
{
int lootnum = Random.Range(0, 4);
slot1 = itemdb[lootnum];
tlist[i] = itemdb[lootnum];
slotlist[i].transform.GetChild(0).GetComponent<Image>().sprite = itemdb[lootnum].sprite;
slotlist[i].transform.GetChild(0).GetComponent<Image>().enabled = true;
}
Those lists in the code are of the type Item defined in the above script. I'm not sure how to debug this as I get no errors or warnings in the editor.
Here is the script which populates the inventory. There's a bit of junk in there but it definitley works fine pressing play in the editor. Just not on build.
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using UnityEngine.UI;
public class Inventory : MonoBehaviour {
public int invSize;
public Item slot1;
public Item tslot1;
public Item tslot2;
public Item tslot3;
public GameObject t1;
public GameObject t2;
public GameObject t3;
public Sprite itemsprite;
public List<Item> itemdb = new List<Item>();
public List<Item> items = new List<Item>();
public List<Item> tlist = new List<Item>();
public Text stext;
public Text description;
public Item selectItem;
public GameObject selectSlot;
public Object test2;
public List<GameObject> slotlist = new List<GameObject>();
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
}
public void addItem(Item itemToAdd)
{
//items.Add(itemdb[0]);
for (int i = 0; i < 5; i++)
{
if (items[i] == null)
{
items[i] = itemToAdd;
itemsprite = itemToAdd.sprite;
return;
}
}
}
public void GenTreasure()
{
for (int i = 0; i < 3; i++)
{
int lootnum = Random.Range(0, 4);
slot1 = itemdb[lootnum];
tlist[i] = itemdb[lootnum];
slotlist[i].transform.GetChild(0).GetComponent<Image>().sprite = itemdb[lootnum].sprite;
slotlist[i].transform.GetChild(0).GetComponent<Image>().enabled = true;
}
}
public void Uptext(int indexx)
{
stext.text = tlist[indexx].iname;
selectItem = tlist[indexx];
selectSlot = slotlist[indexx];
description.text = selectItem.description;
}
public void Take(int index)
{
//items.Add(selectItem);
for (int i = 0; i < invSize; i++)
{
if (items[i] == null)
{
items[i] = selectItem;
// itemsprite = itemToAdd.sprite;
selectItem = null;
// tlist[i] = null;
// slotlist[i].transform.GetChild(0).GetComponent<Image>().sprite = null;
selectSlot.transform.GetChild(0).GetComponent<Image>().enabled = false;
return;
}
}
}
}
If the script is not in the scene, how does it get loaded? Is it using an asset bundle? If that is the case, then it's possible that the class is being stripped from the build. You can include the class in your link.xml to make sure it's included. Another option is to simply reference the script in an included scene anywhere.