I have a game where a car moves on a road, which has triggers along it. The purpose is to detect when the car enters those triggers and to do stuff depending on the trigger.
For the one I am having trouble, the camera is supposed to slowly move towards a second position which is behind and slightly above the car.
Here is what I tried:
private void OnTriggerEnter(Collider other)
{
if (other.attachedRigidbody.velocity.magnitude > 20.0f)
{
StartCoroutine(tst());
}
}
IEnumerator tst()
{
Camera cam = Camera.main;
Vector3 newPosition = cam.gameObject.transform.GetChild(0).position;
cam.transform.position = Vector3.MoveTowards(cam.transform.position, newPosition, camUnit);
yield return new WaitForSeconds(3);
}
The camUnit is equal 1f but the problem is that it doesn't move to the correct location, as in if I just assign it the new position the camera is in a different perspective than the code above and it is instant and not slow to move to the next position.
What am I doing wrong? Thank you in advance.
Directly after your yield you are exiting the Coroutine. With what you describe, you actually want this in some form of loop, and yield after doing what you need to do. Then, after the function resumes you decide whether you go again and yield again, or continue on towards the exit of the Coroutine.
bool isDone = false;
while(!isDone)
{
Camera cam = Camera.main;
Vector3 newPosition = cam.gameObject.transform.GetChild(0).position;
cam.transform.position = Vector3.MoveTowards(cam.transform.position, newPosition, camUnit);
yield return new WaitForSeconds(3);
isDone = EnsureCameraLocation(); // Do whatever check you need to do to figure out if the camera is where you want it yet
}
Note that the yield is inside the while statement which is what will make the Coroutine seamless.
Related
I have two objects: a player and an enemy. The main problem is the enemy, which should start shooting at the player when it approaches him at a certain distance (in short, just start the animation).
At first I tried to implement this through Vector 3, as with other ordinary opponents. But he is as stupid and crutch as possible, however, you yourself can see everything in the pinned.
I started to implement it more allegedly correctly, through the trigger and the collider (box collider) of the enemy itself. And everything works right as it should, but there is a nuance. The enemy also has boxing implemented through the box collider, the player, hitting which, causes damage to him. There is only one box collider for these two tasks, and since I had to increase this collider so that the enemy could stop in front of the player at a certain distance. Because of this, the player can hit at a great distance (at which the enemy can shoot) from the enemy and the enemy takes damage anyway.
I tried to make a separate object the size of the enemy himself and use it as a box to receive damage. Then he already transmits data about receiving damage to the enemy object. But this does not work, all links between scripts and objects are made, but he does not want to transfer data. That is, simply making two colliders for different tasks does not work.
In general, here my powers are all. I searched the entire Internet, but I did not find how to implement this mechanic in a different way so that it does not conflict with others. Therefore, I ask the help of the local experts, where I screwed up.
private Animator ch_animator;
// Start is called before the first frame update
void Start()
{
myAgent = GetComponent<NavMeshAgent>();
myAnim = GetComponent<Animator>();
EnemyH = GetComponent<GDHealth>();
}
// Update is called once per frame
void Update()
{
dist = Vector3.Distance(/*checker.*/transform.position, target.transform.position);
if (dist > range)
{
myAgent.enabled = false;
myAnim.SetBool("Idle", true);
myAnim.SetBool("Move", false);
myAnim.SetBool("Attack", false);
}
if (dist <= range & dist > atRange)
{
myAgent.enabled = true;
myAgent.SetDestination(target.position);
myAnim.SetBool("Idle", false);
myAnim.SetBool("Move", true);
myAnim.SetBool("Attack", false);
}
if (dist <= atRange)
{
StartCoroutine(Attack());
}
if (PlayerH._health <= 0)
{
atRange = 0;
}
if (EnemyH._health < 0)
{
myAgent.enabled = false;
}
}
public IEnumerator Attack()
{
yield return new WaitForSeconds(0.5f);
myAgent.enabled = false;
myAnim.SetBool("Idle", false);
myAnim.SetBool("Move", false);
myAnim.SetBool("Attack", true);
}
void OnTriggerStay(Collider col)
{
if (col.tag == "Player")
{
//gameObject.GetComponent<Animator>().SetBool("Attack", true);
StartCoroutine(Attack());
transform.LookAt(col.transform.position);
transform.eulerAngles = new Vector3(0, transform.eulerAngles.y, 0);
}
}
void OnTriggerExit(Collider col)
{
if (col.tag == "Player")
{
myAgent.enabled = true;
myAgent.SetDestination(target.position);
myAnim.SetBool("Idle", false);
myAnim.SetBool("Move", true);
myAnim.SetBool("Attack", false);
//gameObject.GetComponent<Animator>().SetBool("Attack", false);
}
}
But this does not work, all links between scripts and objects are made, but he does not want to transfer data.
From this description it could be anything: wrong layers, no rigidbody on either of objects, misstyped tags in OnTriggerStay method.
In my project, I successfully created 2 colliders for 2 separate tasks, so this is how I would see it in your problem:
Use two colliders
Attach one collider with one script to the enemy object - this collider should have a size of the enemy. The OnTriggerStay method here should deal damage to the enemy, check for death, etc.
Create child object to the enemy. Attach new collider to it with the size of enemy's attack range. Attach a script with OnTriggerStay method that will stop enemy and begin ranged attack (or whatever you want to do).
If this doesn't work: check collision matrix or try adding a kinematic rigidbody to either of objects.
Measure distance between player and the enemy in update (which you are already doing) and apply necessary code based on distance (stop or attack) thus replacing one of the colliders.
Hope that helps!
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.
I have an array of positions that I want my camera to move/lerp between. There are two buttons (button A and button B) that trigger the camera to move position. If the user presses button A, the camera will lerp to the previous position in the array. If the user presses button B, the camera will lerp to the next position in the array. However, before moving to a new position, I want the camera to lerp to an intermediate position, pause there for a couple of seconds, and then move. Here is the pseudocode for what I have at the moment:
void Update()
{
if (buttonPress == a) {
positionToMoveTo = positions[currentPosition--];
}
if (buttonpress == b) {
positionToMoveTo = positions[currentPosition++];
}
}
void LateUpdate()
{
camera.lerp(intermediatePosition);
StartCoroutine(pause());
}
IEnumerator pause()
{
yield return new WaitForSeconds(3f);
camera.lerp(positionToMoveTo);
}
This doesn't work though because I get strange jittering when switching camera positions and my intermediate position doesn't always occur. I think my problem has something to do with execution order but I can't figure it out. Any help would be great :)
You start a new Coroutine every frame since LateUpdate runs every frame after all Update calls are finished!
You could avoid this by a slightly different approach:
private bool isIntermediate;
private bool moveCamera;
private void LateUpdate ()
{
if(!moveCamera) return;
if(isIntermediate)
{
camera.lerp(intermediatePosition);
}
else
{
camera.lerp(positionToMoveTo);
}
}
private IEnumerator MoveCamera()
{
moveCamera = true;
isIntermediate=true;
yield return new WaitForSeconds(3f);
isIntermediate=false;
// Wait until the camera reaches the target
while(camera.transform.position == PositionToMoveTo){
yield return null;
}
// Stop moving
moveCamera = false;
// just to be sure your camera has exact the correct position in the end
camera.transform.position = PositionToMoveTo;
}
Alternatively you could do all the movement in the Coroutine without LateUpdate (but honestly I'm not sure if the Coroutines are done before or after Update)
private IEnumerator MoveCamera()
{
float timer = 3f;
while(timer>0)
{
timer -= Time.deltaTime;
camera.lerp(intermediatePosition);
yield return null;
}
// Wait until the camera reaches the target
while(camera.transform.position == PositionToMoveTo){
camera.lerp(PositionToMoveTo);
yield return null;
}
// just to be sure your camera has exact the correct position in the end
camera.transform.position = PositionToMoveTo;
}
This second one would be cleaner bjt as said I don't know if it is a requirement for you to have it run in LateUpdate
Note: the == operator of Vector3 has a precision of 0.00001. If you need a better or weaker precision you have to change to
if(Vector3.Distance(camera.transform.position, PositionToMoveTo) <= YOUR_DESIRED_THRESHOLD)
Now all you have to do is to call your Coroutine Everytime you want to change the camera position.
void Update()
{
if (buttonPress == a)
{
// Make sure the Coroutine only is running once
StopCoroutine(MoveCamera);
positionToMoveTo = positions[currentPosition--];
StartCoroutine (MoveCamera);
}
if (buttonpress == b)
{
// Make sure the Coroutine only is running once
StopCoroutine (MoveCamera);
positionToMoveTo = positions[currentPosition++];
StartCoroutine (MoveCamera);
}
}
My script is about when my ball hit a "Trap Object", it'll be moved to start position and STOP right there. How to do that?
void OnTriggerEnter (Collider other)
{
if (other.gameObject.CompareTag ( "Trap" ))
{
//move object to start position
transform.position = startposition.transform.position;
// I want to stop the object here, after it was moved to start position. Because my ball was moving when it hit Trap object, so when it was moved to start position, it keeps rolling.
}
}
As I mentioned in my comment, you need to reset the force of the rigidbody to make sure that your ball is stopped completely. The following code could fix your issue.
// LateUpdate is triggered after every other update is done, so this is
// perfect place to add update logic that needs to "override" anything
void LateUpdate() {
if(hasStopped) {
hasStopped=false;
var rigidbody = this.GetComponent<Rigidbody>();
if(rigidbody) {
rigidbody.isKinematic = true;
}
}
}
bool hasStopped;
void OnTriggerEnter (Collider other)
{
if (other.gameObject.CompareTag ( "Trap" ))
{
var rigidbody = this.GetComponent<Rigidbody>();
if(rigidbody) {
// Setting isKinematic to False will ensure that this object
// will not be affected by any force from the Update() function
// In case the update function runs after this one xD
rigidbody.isKinematic = false;
// Reset the velocity
rigidbody.velocity = Vector3.zero;
rigidbody.angularVelocity = Vector3.zero;
hasStopped = true;
}
//move object to start position
transform.position = startposition.transform.position;
// I want to stop the object here, after it was moved to start position. Because my ball was moving when it hit Trap object, so when it was moved to start position, it keeps rolling.
}
}
The code is untested, so I wouldnt be suprised if it didnt compile on first try, I could have misspelled Rigidbody or something.
(I don't have Unity at work either so hard to test ;-))
Hope it helps!
Do you add some form of speed or velocity to your ball? If you do, you need to reset this to zero to stop your ball from rolling.
I've been working on this script for the past day. For some reason my character will not jump as long as it's animator is active. I've got into the animation (there is only one) and removed all references to the animation placing a position anywhere and still the issue presides.
I have discovered that I can make my player jump if I use Co-routine which I'm using. However, I'm still new to using them and I can't work out why my player won't fall to the ground once a force has been added to it. And my player only moves up when the button is clicked. Could someone please take a look at my script and tell me what I'm doing wrong?
public float jumpSpeed = 100.0f;
public float jumpHeight = 2.0f;
public AudioClip jumpSound;
private GameObject pos;
private bool moving;
private bool isJumping;
void Start()
{
}
// Update is called once per frame
void Update ()
{
if(Input.GetMouseButtonDown(0))// && !moving)
{
isJumping = true;
StartCoroutine(JumpPlayer(gameObject.transform.localPosition));
}
else
{
isJumping = false;
}
}
IEnumerator JumpPlayer(Vector3 startPos)
{
Vector3 jump = new Vector3(transform.localPosition.x, jumpHeight, transform.localPosition.z);
float t = 0f;
t += Time.deltaTime / jumpSpeed;
rigidbody.AddForce(Vector3.up * jumpSpeed);
//gameObject.transform.localPosition = Vector3.Lerp(startPos, jump, 0.5f);
//isJumping = false;
yield return null;
}
Firstly, your use of coroutine isn't doing anything in particular - because it only does yield return null at the end, it'll run in a single frame and then exit. You could make it a regular void function and you shouldn't see any change in behaviour.
Removing other redundant code and you have just this:
if(Input.GetMouseButtonDown(0))
{
rigidbody.AddForce(Vector3.up * jumpSpeed);
}
This force is added for only a single frame: the frame where the mouse button is pressed down (if you used Input.GetMouseButton instead, you'd see the force applied for multiple frames).
You say "my player only moves up when the button is clicked" but I'm not clear why that's a problem - perhaps you mean that the player should continue to move up for as long as the button is held, in which case you should refer to my previous paragraph.
The most obvious reasons for the player not falling again are related to the RigidBody component: do you have weight & drag set to suitable values? An easy way to test this would be to position your player some distance from the ground at the start of the scene, and ensure that they fall to the ground when you start the scene.
Another reason might be that you're using the default override of .AddForce in an Update cycle. The default behaviour of this method applies force during the FixedUpdate calls, and you might find that using ForceMode.Impulse or ForceMode.VelocityChange gives you the result you're looking for.