Bullet not shooting enemy center in unity - c#

can you please help me to create correctly shoot of bullet to enemy center with my method ?
private void Update()
{
if (GameObject.FindGameObjectWithTag("Enemy") && !_shooting)
{
StartCoroutine(Shoot());
_shooting = true;
}
}
private IEnumerator Shoot()
{
int random = Random.Range(1, Camera.main.transform.childCount);
int rnd = Random.Range(0, transform.childCount);
Instantiate(Bullet, transform.parent);
target = Camera.main.transform.GetChild(1).transform.position;
var rb = transform.parent.GetChild(transform.parent.childCount - 1).GetComponent<Rigidbody2D>();
rb.transform.position = positions[rnd];
transform.GetChild(rnd).GetComponent<Transform>().localScale = new Vector2(1.2f, 1.2f);
StartCoroutine(ReturnDotSize(rnd));
while (Vector2.Distance(rb.transform.position, target) > 0.1f)
{
rb.transform.position = Vector2.MoveTowards(rb.transform.position, target, shootSpeed * Time.deltaTime);
yield return null;
}
yield return new WaitForSeconds(ReloadTime);
_shooting = false;
}
Now bullet shoot only one time. I was try to write break instead of yield return null, but in this time bullet not shoot to center of enemy.In addition, I tried to write "_shooting = false" over "yield return null" and in this case the bullet clearly goes to the center of the enemy, but the "ReloadTime" delay does not work. Now I need the bullet to accurately go to the center of the enemy and work correctly "ReloadTime".

For customiztion sake and performance reasons, you should create a script Enemey.cs attached to your Enemey GameObject that has a public transform field named "BulletTarget". This Bullet Target Transform is a child element of your Enemey game object and you can then freely place it where you see the center of your enemy object. Perfomance wise you cen then use FindObjectsOfType which is better and less fragile then by name.

Related

Unity-3D, Enemy using Raycast and NavMesh keeps seeing me through walls

I've been trying to set an enemy on a patrol path while not chasing my player character. I want to use RayCast so that the enemy can spot the player and begin to chase the player. It functions as I intended. However, even when there's an obstacle or wall between us, or when I approach from behind, the enemy 'sees' my player and starts to chase me. It seems to ignore the Raycast, and instead focuses on the proximity to the enemy.
Enemy spotting player through wall
public class EnemyController : MonoBehaviour
{
private NavMeshAgent enemy;// assaign navmesh agent
private Transform playerTarget;// reference to player's position
private float attackRadius = 10.0f; // radius where enemy will spot player
public Transform[] destinationPoints;// array of points for enemy to patrol
private int currentDestination;// reference to current position
public bool canSeePlayer = false;
private Ray enemyEyes;
public RaycastHit hitData;
private void Awake()
{
enemy = GetComponent<NavMeshAgent>();
playerTarget = GameObject.Find("Player").GetComponent<Transform>();
enemyEyes = new Ray(transform.position, transform.forward);
}
private void Start()
{
Physics.Raycast(enemyEyes, attackRadius);
}
private void Update()
{
Lurk();
Debug.DrawRay(transform.position, transform.forward * attackRadius);
}
void Lurk()
{
Debug.Log("Lurking");
float distanceToPlayer = Vector3.Distance(transform.position, playerTarget.position);
//check if raycast hits playerLayer and enemy is close enough to attack
if (Physics.Raycast(enemyEyes, out hitData, attackRadius * 2, layerMask: ~6) && distanceToPlayer < attackRadius)
{
Debug.Log("You hit " + hitData.collider.gameObject.name);
ChasePlayer();
}
else
{
canSeePlayer = false;
Patrol();
}
}
void Patrol()
{
if (!canSeePlayer && enemy.remainingDistance < 0.5f)
{
enemy.destination = destinationPoints[currentDestination].position;
UpdateCurrentPoint();
}
}
void UpdateCurrentPoint()
{
if (currentDestination == destinationPoints.Length - 1)
{
currentDestination = 0;
}
else
{
currentDestination++;
}
}
void ChasePlayer()
{
StartCoroutine(ChaseTime());
canSeePlayer = true;
transform.LookAt(playerTarget.position);
Vector3 moveTo = Vector3.MoveTowards(transform.position, playerTarget.position, attackRadius);
enemy.SetDestination(moveTo);
}
IEnumerator ChaseTime()
{
Debug.Log("Chasing");
yield return new WaitForSeconds(10.0f);
if (!Physics.Raycast(enemyEyes, out hitData, attackRadius * 2, layerMask: ~6))
{
canSeePlayer = false;
Debug.Log("Lurking");
Lurk();
}
}
}
I've removed the tilde "~" for the layermask, but then the enemy doesn't ever see the player.
I've initialised and set a layer mask reference to the 'playerLayer' and used it in place of "layermask: ~6", to no avail.
I've used the int reference to the Player layer, to no avail.
I've used bitwise operator to reference the player layer, to no avail.
I've removed the distanceToPlayer conditional, but the enemy doesn't see the player.
I've adjusted the length of the Ray but if it's ever shorter than the attack radius, it doesn't work.
I don't understand why you need a layer mask. If you want the Raycast to hit something in front of the player then you must include all layers in the Raycast.
What you need to do is remove the layermask from Raycast and in the if statement check if the out hit collider is on Player and if the player is in attack radius. Here is a simple outline
If(raycast)
{
if(hit.collider.gameobject==player && player in proximity)
{
Then can see is true
}
}
You can give this article on Unity Raycast a read to understand more on layermask.
regarding player detection through a wall,I would try adding an extra if statement in the Lurk method.This condition would check if the raycast is touching the wall, if so, do not proceed with the method, if not, continue. Sorry for giving the code in this form but I don't have access to a computer and the phone doesn't want to cooperate
enter image description here

How to fix spasming and buggy instantiation in Unity

I'm creating a basic pool game in Unity with C#, what im trying to do is that if the cue ball is moving, the stick will disappear, and once it becomes stationary again, it will reappear to where the cue ball is located. This is my code so far:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class stickDeplacement : MonoBehaviour
{
public bool bIsOnTheMove = false;
Vector3 lastPos;
public GameObject Stick;
void Start()
{
}
void Update()
{
var stick = Instantiate(Stick, gameObject.transform.position, gameObject.transform.rotation);
if (this.transform.position != lastPos)
{
Destroy(stick);
Debug.Log("Is moving");
}
else
{
Debug.Log("Is not moving");
}
lastPos = this.transform.position;
}
}
But what happens is that the ball, along with the stick, will just spasm and be buggy right from the start (when I open and play the game). Am I missing something here?
This is extremely inefficient and dangerous!
Why instantiate a stick every frame just to eventually already destroy it in that very same frame? And if the ball is stationary you want an additional stick to be spawned every frame?
Instead of all the time instantiating and destroying it at all you should rather keep one stick and only (de)activate it.
In your case you could do this in a single line
bIsOnTheMove = transform.position == lastPos;
stick.SetActive(!bIsOnTheMove);
Also I doubt a lot you would like the stick to have the same rotation as a rolling ball! Of course this will behave awkward
Most certainly you do not simply want to clone the ball's orientation. I would e.g. try to determine the closest point of the table edge to the current ball's position (iterate through the wall colliders and use Collider.ClosestPoint) and let the stick face the direction from that edge point towars the ball position (+ maybe an offset in X so the stick is slightly inclined by default).
And finally you anyway do not want to assign that rotation every frame, since you most probably later want your users to be able to rotate that stick. You only want to apply this once when the ball becomes stationary.
Something like e.g.
// The stick is not a prefab anymore but simply always exists in the scene!
[SerializeField] private Transform stick;
[SerializeField] private Vector3 eulerOffset;
[SerializeField] private Collider[] wallColliders;
public bool bIsOnTheMove;
private Vector3 lastPos;
private void Start()
{
lastPos = transform.position;
}
private void Update()
{
// is the ball currently moving?
var isMoving = transform.position == lastPos;
last Post = transform.position;
// Did this state change since the last frame?
if(bIsOnTheMove == isMoving) return;
bIsOnTheMove = isMoving;
// (de)activate the stick accordingly
stick.gameObject.SetActive(!isMoving);
// Do this ONCE when ball becomes stanionary
if(!isMoving)
{
var ballPosition = transform.position;
// among the wall colliders find which one is closest to the ball
Vector3 closestPoint;
var smallestDistance = float.PositiveInifinity;
foreach(var wall in wallColliders)
{
var edgePoint = wall.ClosestPoint(ballPosition);
var distane = (edgePoint - ballPosition).sqrMagnitude;
if(distance < smallestDistance)
{
closestPoint = point;
smallestDistance = distance;
}
}
// then make the stick look towards the ball from that edge
var direction = ballPosition - closestPoint;
var rotation = Quaternion.LookRotation(direction);
// optional add the offset
rotation *= Quaternion.Euler(eulerOffset);
stick.rotation = rotation;
}
}

The particles spawn on the wrong place

I'm making a game in Unity where you can chop down trees, I want to make it so that particles spawn where you hit the tree. At this point the particles spawn where the player is, this is because the script is on the player. But how can I spawn the particles in the right place? (Where I hit the tree) It's probably not even that hard to solve, but I can't figure it out. My current C# code is below.
public class ChopTree : MonoBehaviour
{
public int damage = 25;
public Camera FPSCamera;
public float hitRange = 2.5f;
private TreeScript Tree;
// Particles
public GameObject particles;
void Update()
{
Ray ray = FPSCamera.ScreenPointToRay(new Vector2(Screen.width / 2, Screen.height / 2));
RaycastHit hitInfo;
if(Input.GetKeyDown(KeyCode.Mouse0))
{
if(Physics.Raycast(ray, out hitInfo, hitRange))
{
// The tag must be set on an object like a tree
if(hitInfo.collider.tag == "Tree" && isEquipped == true)
{
Tree = hitInfo.collider.GetComponentInParent<TreeScript>();
StartCoroutine(DamageTree());
StartCoroutine(ParticleShow());
}
}
}
}
private IEnumerator DamageTree()
{
// After 0.3 seconds the tree will lose HP
yield return new WaitForSeconds(0.3f);
Tree.health -= damage;
}
private IEnumerator ParticleShow()
{
// After 0.3 second the particles show up
yield return new WaitForSeconds(0.3f);
Instantiate(particles, transform.position, transform.rotation);
}
}
Well instead of
Instantiate(particles, transform.position, transform.rotation);
make sure you use the hit tree positions like
Instantiate(particles, Tree.transform.position, transform.rotation);
Actually personally I would merge both Coroutines together and pass in the according tree:
private IEnumerator ChopTree(TreeScript tree)
{
// After 0.3 seconds the tree will lose HP
yield return new WaitForSeconds(0.3f);
Instantiate(particles, tree.transform.position, transform.rotation);
tree.health -= damage;
}
and then
void Update()
{
var ray = FPSCamera.ScreenPointToRay(new Vector2(Screen.width / 2, Screen.height / 2));
if(Input.GetKeyDown(KeyCode.Mouse0))
{
if(Physics.Raycast(ray, out var hitInfo, hitRange))
{
// The tag must be set on an object like a tree
if(hitInfo.collider.CompareTag("Tree") && isEquipped)
{
var tree = hitInfo.collider.GetComponentInParent<TreeScript>();
if(tree)
{
StartCoroutine(ChopTree(tree));
}
}
}
}
}
If you are chopping the tree by clicking to screen then, you could spawn it where "hit" object is but, if you try to instantiate particle in place of hit object it would be a tree's origin so, you could add tree's collider to the surface of the tree and make it different object (Also you can make it child). So this way is not very smooth but you could create particles on the surface of the tree by this way.
Also if you are chopping it with character then, you could add collider which have enable onTrigger to tree and when you triggered you spawn a particle at where triggered object is.

Use AddForce to knock back Player after contact with Enemy

I'm working on my very first Unity game. It's still in prototype and will be very simple anyways, consisting of a cube as the player and spheres as enemies.
I'm trying to write a code with AddForce to knock the player a pretty good distance in an arc in the direction opposite of the enemy when they come in contact, but I still have a primitive understanding of how to use AddForce and can't seem to get force applied in any direction at all. The player just moves through the enemy.
Here's the only thing I could manage to scrap together and it is obviously insufficient:
if (other.gameObject.tag == "Enemy")
{
playerDead = true;
Rigidbody rigidbody = other.GetComponent<Rigidbody> ();
rigidbody.AddForce (transform.forward * 100);
}
I can post a screenshot if it helps.
Instead of transform.forward, use a more tailored direction depending on the position of both units
public float speed = 100;
if (other.gameObject.tag == "Enemy")
{
playerDead = true;
Vector3 direction = (transform.position - other.transform.position).normalized;
other.GetComponent<Rigidbody>().AddForce (direction * speed);
}
Edit: You must make sure that the rigidbody is on the game object calling the OnCollisionEnter function, it cant just be on any of the objects involved in the collision.
I cannot comment so I must make an answer.
You have an isTrigger set up apparenty. Be sure to turn isTrigger OFF or your player will walk through the enemy collider.
[SerializeField]
private float speed = 100;
private bool playerDead;
OnCollisionEnter(Collision collision)
{
if(collision.gameObject.tag == "Enemy")
{
playerDead = true;
Vector3 direction = (transform.position - collision.transform.position).normalized;
collision.GetComponent<Rigidbody>().AddForce (direction * speed,0,0);
//AddForce is a vector3 apparently and requires (x,y,z)
// Also note that I'm getting errors with the "collision.GetComponent<>"
// You're going to want to remove "collision"
// I think the smarter approach maybe to declare a public Rigidbody variable ( Up Top )
[SerializeField]
private Rigidbody playerRidg;
playerRidg = GetComponent<Rigidbody>().AddForce(direction * speed,0,0);
}
}
My solution using coroutine which toggles a bool "spikes":
Player collision:
private void OnTriggerEnter2D(Collider2D collision){
if (collision.gameObject.tag == "Spike" )
{
StartCoroutine(Knockback());
}
}
Coroutine:
IEnumerator Knockback()
{
spikes = true;
yield return new WaitForSecondsRealtime(0.3f);
spikes = false;
}
Whenever the spikes bool is true player will be moved
void FixedUpdate()
{
if (spikes ==true)
{
Vector2 NewPosition = new Vector2(10.0f, 10.0f);
moveCharacter(NewPosition);
}
}

Unity3d C# turret gun projectile won't move

I'm working on a gun turret. I've got everything working except having the projectile shoot out of the turret gun barrel. Currently, the only barrel used is
void Start(){
firingPointRight = GameObject.FindGameObjectWithTag ("FiringPointRight").transform;
firingPointLeft = GameObject.FindGameObjectWithTag ("FiringPointLeft").transform;
}
void Update() {
if(Input.GetMouseButton(0)){
count++;
if (count >= maxCount)
{
count = 0;
//Debug.Log ("FIRE");
firingPointRight = GameObject.FindGameObjectWithTag ("FiringPointRight").transform;
firingPointLeft = GameObject.FindGameObjectWithTag ("FiringPointLeft").transform;
// Create cannon muzzle fire effect.
GameObject e1 = Instantiate (cannonMuzzleFire) as GameObject;
e1.transform.position = firingPointRight.transform.position;
e1.transform.rotation = firingPointRight.transform.rotation;
Destroy (e1, 0.03f);
GameObject e2 = Instantiate (cannonMuzzleFire) as GameObject;
e2.transform.position = firingPointLeft.transform.position;
e2.transform.rotation = firingPointLeft.transform.rotation;
Destroy (e2, 0.03f);
//-------------------------------------------
//Left cannon. Fire projectile from cannon.
//Debug.Log ("Firing Left");
Rigidbody InstantiateedProjectile = Instantiate(cannonAmmo, firingPointLeft.transform.position, firingPointLeft.transform.rotation) as Rigidbody;
if (InstantiateedProjectile != null)
{
print ("Firing projectile");
InstantiateedProjectile.transform.Translate(Vector3.forward * cannonAmmoSpeed * Time.deltaTime);
}
}
}
Does the projectile have a script of its own? It doesn't look like you're setting any velocity to the instantiated projectile.
Translate() doesn't really perform much in the way of movement, other than immediately setting the new position. If the projectile has a Rigidbody component attached, then you can just directly set the velocity of the rigidbody.
Like so:
InstantiateedProjectile.velocity = Vector3.forward * cannonAmmoSpeed;
Time.deltaTime wouldn't be used here, since it only needs to be included in calculations performed every frame.
As a side note, you might wish to consider reusing your flare effect instead of spawning a new one every shot. You can make the effect invisible and reset it between shots instead, which would give better performance.

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