When Character is arrived destination, I want to get callback.
However I don't want to write into Update Function.
If I've get to write into Update, I want to write smartly and elegant code.
when we make game, if there is design pattern.
Let me teach about it.
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.AI;
public class Unit : MonoBehaviour
{
[SerializeField] Vector3 targetPosition;
private NavMeshAgent agent;
private bool arrived;
private Transform myPosition;
void Start()
{
myPosition = GetComponent<Transform>();
agent = GetComponent<NavMeshAgent>();
agent.updateRotation = false;
agent.updateUpAxis = false;
}
void Update()
{
agent.SetDestination(targetPosition);
}
public void MoveTo(Vector3 position, float stopDistance, Action onArrivedAtPosition)
{
targetPosition = position;
// here!
if (arrived)
{
onArrivedAtPosition();
}
}
private void IsArrived()
{
if (Vector3.Distance(myPosition.position, agent.destination) < 1.0f)
{
arrived = true;
}
arrived = false;
}
}
I would use a Coroutine. Coroutines are like small temporary Update routines but easier to control and maintain.
private Coroutine _currentRoutine;
private bool IsArrived()
{
// Instead of setting a field directly return the value
return Vector3.Distance(myPosition.position, agent.destination) < 1.0f;
}
public void MoveTo(Vector3 position, float stopDistance, Action onArrivedAtPosition)
{
// Here can/have to decide
// Either Option A
// do not allow a new move call if there is already one running
if(_currentRoutine != null) return;
// OR Option B
// interrupt the current routine and start a new one
if(_currentRoutine != null) StopCoroutine (_currentRoutine);
// Set the destination directly
agent.SetDestination(position);
// and start a new routine
_currentRoutine = StartCoroutine (WaitUntilArivedPosition(position, onArrivedAtPosition));
}
private IEnumerator WaitUntilArivedPosition (Vector3 position)
{
// yield return tells Unity "pause the routine here,
// render this frame and continue from here in the next frame"
// WaitWhile does what the name suggests
// waits until the given condition is true
yield return new WaitUntil (IsArrived);
_currentRoutine = null;
onArrivedAtPosition?.Invoke();
}
You could create a script like the one bellow and attach it to an empty gameobject, then place that empty gameobject at target position. Make sure your IsArrived method (in Unit script) is public and also assign the unit on the empty gameobjec's TargetPoint script.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class TargetPoint : MonoBehaviour
{
public float radius = 1f;
public Unit unit = null;
private bool called = false;
private void Start()
{
SphereCollider c = gameObject.AddComponent<SphereCollider>();
c.radius = radius;
}
private void OnDrawGizmos()
{
Gizmos.color = Color.green;
Gizmos.DrawSphere(transform.position, radius);
}
private void OnTriggerEnter(Collider other)
{
if (called)
{
return;
}
if(other.transform == unit.transform)
{
unit.IsArrived();
called = true;
}
}
}
Related
I am writing a script for Enemy in my game, where they will attack hero using Coroutine at a certain interval. Though, while running the game, Enemy is not attacking. I have created two events for enemy animation specific for attack. The IE numerator part of code is not running. Can anyone tell what is going wrong?
I wrote Debug.Log("Hello"), to verify if it executes but it doesn't print.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EnemyAttack : MonoBehaviour
{
[SerializeField] private float range = 3f;
[SerializeField] private float timeBetweenAttacks = 1f;
private Animator anim;
private GameObject player;
private bool playerInRange;
private BoxCollider[] weaponColliders;
// Start is called before the first frame update
void Start()
{
weaponColliders = GetComponentInChildren <BoxCollider[]> ();
player = GameManager.instance.Player;
anim = GetComponent <Animator> ();
StartCoroutine (attack());
}
// Update is called once per frame
void Update()
{
if(Vector3.Distance(transform.position,GameManager.instance.Player.transform.position) < range)
{
playerInRange = true;
}else{
playerInRange = false;
}
}
public IEnumerator attack()
{
Debug.Log("Hello");
if(playerInRange && !GameManager.instance.GameOver)
{
anim.Play("Attack");
yield return new WaitForSeconds(timeBetweenAttacks);
}
yield return null;
StartCoroutine(attack());
}
public void EnemyBeginAttack(){
foreach(var weapon in weaponColliders){
weapon.enabled = true;
}
}
public void EnemyEndAttack(){
foreach(var weapon in weaponColliders){
weapon.enabled = false;
}
}
}
The issue is likely the code weaponColliders = GetComponentInChildren<BoxCollider[]>();. GetComponentInChildren should only be called with component types (or interface types), but BoxCollider[] is an array type.
You should instead use GetComponentsInChildren<BoxCollider>();.
What I'm trying to do is have my player stop moving so I can play animation through a trigger-event or just a custscene.
What I expect was for one of them to trigger the timer then play animation>player move.. like a cut-scene
Also there are no errors In any of them They just didn't stop player from moving or just stop the player when starting the game(or when I press play it just set forwardMovement to 0)
Here's the code I use:
public class Player_controls : MonoBehaviour
{
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;
public class Player_controls : MonoBehaviour
{
public int forwardMovement = 1000;
public void Update()
{
rb.AddForce(0, 0, forwardMovement * Speed * Time.deltaTime);
}
}
}
Things that I tried:
public void ForwardMovement()
{
forwardMovement = 0;
Invoke("Action", 2f);
}
public void Action ()
{
forwardMovement = 1000 ;
}
Which only works for ForwardMovement(); method nothing else
I tried these two things also:
Public static class MonoExtensions
{
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
public float Delayer = 10f;
public static class MonoExtensions
{
public static void Timed_delay(this MonoBehaviour mono,Action function, float Delayer)
{
mono.StartCoroutine(Timed_delayRoutine(function,Delayer));
}
static IEnumerator Timed_delayRoutine(Action function, float Delayer)
{
yield return new WaitForSeconds(Delayer);
function();
}
public class `Player_Controls`: MonoBehaviour
{
public void PM ()
{
forwardMovement = 0;
}
void OnTriggerEnter(Collider other)
{
if (CompareTag("Power_up"))
{
this.Timed_delay(PM, Delayer);
}
}
}
Which just stop the player from moving an nothing else.
What I also tried was:
public class Player_Controls : MonoBehaviour
{
void Start()
{
StartCoroutine(ForwardMovement());
}
IEnumerator ForwardMovement()
{
forwardMovement = 0;
yield return new waitforseconds(Delayer);
forwardMovement = 1050;
}
void OnTriggerEnter(collider other)
{
if (CompareTag("Power_up"))
{
ForwardMovement();
}
}
}
Which did not work as in(it works but the timer part does nothing, so the player can't move when started the game )
Different way I tried
public class Player_Controls : MonoBehaviour
{
OnTriggerEnter(collider other)
{
Startcroutine(ForwardMovement ));
}
}
it didn't work but no Errors.
I tried this one by jazzhar:
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;
public class Player_controls : MonoBehaviour
{
// Drag the player in the inspector here;
public Rigidbody rb;
// Youre speed variable for movement.
public float Speed = 5;
// Youre speed variable for movement.
public int forwardMovement = 1000;
// Set this "stopmoving" bool to true to prevent movement.
public bool stopMoving = false;
// Create and select the right layer in the inspector.
public LayerMask WichObjectStopsMovement;
public void Update()
{
// if stopMoving = true than Dont Add force.
if (stopMoving == false)
{
rb.AddForce(0, 0, forwardMovement * Speed * Time.deltaTime);
}
}
private void OnCollisionEnter(Collision collision)
{
// if you're player touches a object and that object's layer
// is the same as "WichObjectStopsMovement" than disable Movement.
if (collision.collider.gameObject.layer == WichObjectStopsMovement)
{
stopMoving = false;
}
}
}
It sorta works in a way if you set if
if (stopMoving == true)
{
rb.AddForce(0, 0, forwardMovement * Speed * Time.deltaTime);
}
and
if (collision.collider.gameObject.layer == WichObjectStopsMovement)
{
stopMoving = true;
}
then the player would be able to move but it will not trigger if hit the cube
it didn't work either but no Errors.
And some other timers I did but forgotten....
_________________________________________________________________March/6/21
public float Delayer = 10.0f;
I think found solution by doing this
private void OnTriggerEnter(Collider other)
{
if (CompareTag("Power_up"))
{
Delayer -= Time.deltaTime; <- this part giving me the error
if (Delayer => 0)
{
forwardMovement = 0;
}
}
}
but their one problem it giving me the this error Cannot convert lambda expression to type 'bool' because it is not a delegate type [Assembly-CSharp]csharp(CS1660) I don't know much about this even searching about doesn't help either
__________________________________________________________________March 28/21
this script is under player controls
this one works I made sure by doing Debug.Log("test");
void OnTriggerExit(Collider collision)
{
if (collision.gameObject.CompareTag("Power_up"))
{
forwardMovement = 0;
}
if (forwardMovement <= 0)
{
Debug.Log("test");
}
This might be a solution to you're problem, Fire-Source!:
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;
public class Player_controls : MonoBehaviour
{
// Drag the player in the inspector here;
public Rigidbody rb;
// Youre speed variable for movement.
public float Speed = 5;
// Youre speed variable for movement.
public int forwardMovement = 1000;
// Set this "stopmoving" bool to true to prevent movement.
public bool stopMoving = false;
// Create and select the right layer in the inspector.
public LayerMask WichObjectStopsMovement;
public void Update()
{
// if stopMoving = true than Dont Add force.
if (stopMoving == false)
{
rb.AddForce(0, 0, forwardMovement * Speed * Time.deltaTime);
}
}
private void OnCollisionEnter(Collision collision)
{
// if youre player touches a object and that object's layer
// is the same as "WichObjectStopsMovement" than disable Movement.
if (collision.collider.gameObject.layer == WichObjectStopsMovement)
{
stopMoving = false;
}
}
}
This code uses a LayerMask, to create 1 click on any object and in the inspector go:
Click on Layer:
Add Layer:
Write in User Layer 6, StopMovement (or anything else).
Than in the object that should stop player movement:
Click on layer:
Than select the Layer that says StopMovement.
And in you're player's script drag the object into the rb variable.
and in "WichObjectStopsMovement" assign the StopMovement layer.
This should take care of everything is that ok?
I have 1 script to PlayerMovement and one for powerUp I the power-up code I reference player movement to change the speed and change the bool named timer to true and I write that in log and when I touch the paper the speed doesn't change and the timer don't turn to true but in the log, its say that is yes
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerMovement : MonoBehaviour
{
private float TargetPos;
public float Speed;
void Start()
{
}
// Update is called once per frame
void Update()
{
transform.position = new Vector2(TargetPos, transform.position.y);
}
public void right()
{
TargetPos = transform.position.x + Speed * Time.deltaTime;
}
public void left()
{
TargetPos = transform.position.x - Speed * Time.deltaTime;
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Powrups : MonoBehaviour
{
public PlayerMovement pm;
public float PowerUpActiveTime;
public float StartPowerUpActiveTime;
public float peperSpeed;
float NormalSpeed;
bool timer;
bool timerover;
private void OnTriggerEnter2D(Collider2D col)
{
if (col.name == "peper")
{
pm.Speed = peperSpeed;
timer = true;
Debug.Log("timerOn");
Debug.Log(pm.Speed);
Debug.Log(timer);
}
}
private void Update()
{
while(timer)
{
GameObject Pause = GameObject.Find("Pause");
PauseScript pausescript = Pause.GetComponent<PauseScript>();
if (!pausescript.pause)
{
PowerUpActiveTime -= Time.deltaTime;
if(PowerUpActiveTime <= 0 )
{
timerover = true;
}
if (timerover)
{
timer = false;
}
}
}
if (timerover)
{
PowerUpActiveTime = StartPowerUpActiveTime;
pm.Speed = NormalSpeed;
}
}
private void Start()
{
PowerUpActiveTime = StartPowerUpActiveTime;
timerover = false;
NormalSpeed = pm.Speed;
}
}
Your mistake is that while loop.
You are lucky that until now you probably have tested this always while not being in pause mode ;)
This while would completely freeze your app and the entire Unity Editor!
In general be extremely careful with while loops and nested conditions like here, where the exit condition might never be fulfilled!
What happens currently is that you are not in pause mode so this while loop gets activated and runs until timer is set to false .. completely within one single frame. That is the reason why to you it seems that the value is never true.
What you rather want anyway is that code block be executed once per frame.
And in particular in a frame based application like Unity also have some performance impacts in mind.
You shouldn't use Find and GetComponent repeatedly within Update but store and re-use the results.
So your code should rather be
// If possible already drag this in via the Inspector
[SerializeField] private PauseScript _pauseScript;
private void Start()
{
PowerUpActiveTime = StartPowerUpActiveTime;
timerover = false;
NormalSpeed = pm.Speed;
// Get this ONCE as fallback on runtime
if(!_pauseScript)
{
_pauseScript = GameObject.Find("Pause"). GetComponent<PauseScript>();
// Or simply use
//_pauseScript = FindObjectOfType<_pauseScript>();
}
}
private void Update()
{
if(timer)
{
if (!_pauseScript.pause)
{
PowerUpActiveTime -= Time.deltaTime;
if(PowerUpActiveTime <= 0 )
{
timer = false:
PowerUpActiveTime = StartPowerUpActiveTime;
pm.Speed = NormalSpeed;
}
}
}
}
Besides all that, you should rather not let an external power-up control your player values. I would rather go the other way round and have your player object have a component which checks into which power-up items you run and react to it accordingly.
So your power-up itself would actually only be a trigger without any clue if or how exactly the player will be influenced by it.
I've been stuck at this for a while. What I want is for my outline object to be instantiated at the location of my bronze Base game object and for it to destroy when the bronze base is no longer the closest to the player.
I'm willing to completely restart my bronze script if it means I can make this easier.
Thanks in advance!
Find Closest Bronze Script
using System.Collections;
using System.Collections.Generic;
using System.Diagnostics;
using UnityEngine;
public class FindBronze : MonoBehaviour
{
void Update()
{
FindClosestBronze();
}
void FindClosestBronze()
{
float distanceToClosestBronze = Mathf.Infinity;
Bronze closestBronze = null;
Bronze[] allBronze = GameObject.FindObjectsOfType<Bronze>();
foreach (Bronze currentBronze in allBronze)
{
float distanceToBronze = (currentBronze.transform.position - this.transform.position).sqrMagnitude;
if (distanceToBronze < distanceToClosestBronze)
{
distanceToClosestBronze = distanceToBronze;
closestBronze = currentBronze;
}
if (distanceToBronze > distanceToClosestBronze)
{
closestBronze.GetComponent<Bronze>().notSelected();
}
closestBronze.GetComponent<Bronze>().Selected();
}
}
}
Bronze (includes outline) script
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Bronze : MonoBehaviour
{
public bool isSelected = false;
public Animator anim;
[SerializeField]
public GameObject selectedBox;
public GameObject bronzeBase;
private GameObject clone;
// Update is called once per frame
void Awake()
{
clone = (GameObject)Instantiate(selectedBox, bronzeBase.transform);
}
public void Selected()
{
if (!isSelected)
{
clone = (GameObject)Instantiate(selectedBox, bronzeBase.transform);
isSelected = true;
}
else
{
Destroy(clone);
isSelected = false;
}
}
public void notSelected()
{
Destroy(selectedBox);
}
}
In the Bronze in notSelected you are destroying the prefab selectBox!
You probably rather wanted to destroy the clone instance.
Anyway I would suggest a few things that I would do different
Instead of Instantiate and Destroy all the time rather only use SetActive
Instead of using FindObjectOfType in Update store them in a HashSet event driven: Each Bronze instance registers and unregisters itself
Depends on personal taste but I would use Linq to find the closest instance
This could look somewhat like
public class Bronze : MonoBehaviour
{
// Every instance of this component registers and unregisters itself here
public static readonly HashSet<Bronze> Instances = new HashSet<Bronze>();
[Header("References")]
public Animator anim;
[SerializeField] private GameObject selectedBox;
[SerializeField] private GameObject bronzeBase;
[Header("Debugging")]
[SerializeField] bool _isSelected = false;
private GameObject clone;
// Have a property for the selection
public bool IsSelected
{
// when something reads this property return _isSelected
get => _isSelected;
// This is executed everytime someone changes the value of IsSelected
set
{
if(_isSelected == value) return;
_isSelected = value;
clone.SetActive(_isSelected);
}
}
// Update is called once per frame
void Awake()
{
// Instantiate already returns the type of the given prefab
clone = Instantiate(selectedBox, bronzeBase.transform);
// Register yourself to the alive instances
Instances.Add(this);
}
private void OnDestroy ()
{
// Remove yourself from the Instances
Instances.Remove(this);
}
}
And then use it
using System.Linq;
public class FindBronze : MonoBehaviour
{
private Bronze currentSelected;
private void Update()
{
UpdateClosestBronze();
}
void UpdateClosestBronze()
{
if(Bronze.Instances.Count ==0) return;
// This takes the instances
// orders them by distance ascending using the sqrMagnitude
// of the vector between the Instance and you
// sqrMagnitude is more efficient than Vector3.Distance when you only need to compare instead of the actual distance
// then finally it takes the first item
var newClosest = Bronze.Instances.OrderBy(b => (b.transform.position - transform.position).sqrMagnitude).First();
// skip if the result is the same as last time
if(newClosest == currentSelected) return;
// otherwise first deselect the current selection if there is one
if(currentSelected)
{
currentSelected.IsSelected = false;
}
// Then set the new selection
currentSelected = newSelected;
currentSelected.IsSelected = true;
}
}
using UnityEngine;
using UnityEngine.Networking;
public class Interactable : NetworkBehaviour {
public float radius = 2f;
bool isFocus = false;
Transform player;
bool hasInteracted = false;
public Transform interactionPoint;
public virtual void Interact()
{
// This method is meant to be overwritten
Debug.Log("Interacting with " + transform.name);
}
private void Update()
{
if (isFocus && !hasInteracted)
{
float distance = Vector3.Distance(player.position, interactionPoint.position);
if(distance <= radius)
{
Interact();
hasInteracted = true;
}
}
}
public void onFocused(Transform Player)
{
isFocus = true;
player = Player;
}
public void onDeFocused()
{
isFocus = false;
player = null;
hasInteracted = false;
}
private void OnDrawGizmosSelected()
{
Gizmos.color = Color.yellow;
Gizmos.DrawWireSphere(transform.position, radius);
}
}
This is for the interaction which is overwritten.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Networking;
public class SphereBehaviour : Interactable {
public float countdown = 1;
public float timeLeft = 5f;
public override void Interact()
{
Debug.Log("Interacting with the Sphere object");
StartCoroutine(StartCountdown());
}
public IEnumerator StartCountdown() // Countdown from 5
{
countdown = timeLeft;
while (countdown > 0)
{
yield return new WaitForSeconds(1.0f);
countdown--;
}
}
The Problem is that this isn't networked and I can't think of the logic to do it. An Interface won't work or anything. Is there any possible solution which doesn't require changing everything?
I'm just trying to turn Brackeys set of youtube tutorials to something multiplayer.
I'm assuming you're using the public "countdown" variable for some UI element.
If you want each player to see their own countdown when they themselves touch this Sphere, this should work fine.
If anyone touching the sphere should trigger a countdown for everyone, then this will have to be done differently. You'll want the host/server to track interactions between players and spheres, then trigger the countdown coroutine in the clients.
I personally don't recommend #1 in any case, as collisions/interactions should be done server-side.