Why Update() doesnt set .text? - c#

I have a Script Coin-Counter connected with a Text. Every time the Player and the Coin are colliding the coinScore decreases by 1. If I want to display the coinScore in Update() this doesn't work. Why?
using UnityEngine.UI;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CoinScore : MonoBehaviour
{
[SerializeField] private Text coinScorer;
private int coinScore;
private int oldCoinScore;
void Update()
{
coinScorer.text = coinScore.ToString(); // This doesn't work.
oldCoinScore = coinScore;
}
private void OnTriggerEnter2D(Collider2D other)
{
if (other.gameObject.CompareTag("Player"))
{
coinScore += 1;
Destroy(gameObject);
//coinScorer.text = coinScore.ToString(); //This works.
}
}

Your collision method is destroying this game object.
There is no update to run after that.

Related

Enemy instantiate agent not working properly

I have got a problem when im trying to instantiate 2 kind of enemies. i want each of them follow each other and attack. the attack working good but the agent.SetDestination seem a bit buggy. not gaining any errors but when they do spawn they go to some position in the sence.
(if im not instantiate them and they on scene they work good, trying to make it work when spawn as well).
this is the basic spawn script
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
public class EnemySpawner: MonoBehaviour {
[SerializeField] private GameObject enemy1;
// [SerializeField] private GameObject enemy2;
private float spawnDelay=10f;
private float nextSpawnTime=10f;
void Update() {
if (ShouldSpawn()) {
SpawnEnemy();
}
}
private void SpawnEnemy() {
nextSpawnTime=Time.time+spawnDelay;
Instantiate(enemy1, transform.position, transform.rotation);
//Instantiate(enemy2, transform.position, transform.rotation);
}
private bool ShouldSpawn() {
return Time.time>=nextSpawnTime;
}
}
and this is the base move to the other Target aka other enemy.
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.AI;
public class EnemyController: MonoBehaviour {
public Transform Target;
private float _speed=0.1f;
private NavMeshAgent _agent;
private void Awake() {
_agent=GetComponent<NavMeshAgent>();
}
void Start() {
StartCoroutine(FollowTarget());
}
private IEnumerator FollowTarget() {
WaitForSeconds wait=new WaitForSeconds(_speed);
while (enabled) {
_agent.SetDestination(Target.transform.position);
yield return wait;
}
}
}

Score Not Updating

I have been trying to make an OnTriggerEnter Score system and it has not been updating and is showing no errors so am I doing something wrong that I dont know about here is my Code:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using TMPro;
public class ScoreManger : MonoBehaviour
{
public TextMeshProUGUI MyscoreText;
private int ScoreNum;
// Start is called before the first frame update
void Start()
{
ScoreNum = 0;
MyscoreText.text = ScoreNum.ToString();
}
void update() {
MyscoreText.text = ScoreNum.ToString();
}
public void OnTriggerEnte2D(Collider2D col){
if(col.tag == "Score"){
ScoreNum += 1;
Debug.Log("It Worked");
MyscoreText.text = ScoreNum.ToString();
Destory(col.gameObject);
}
}
}
You spelled OnTriggerEnter2D wrong.
Or you haven't marked at least one of the colliders you are interacting with as a trigger.
Or you haven't attached the script to a gameobject.

Why doesn't "OnTriggerEnter2D()" work when two specific objects collide?

I am creating this flappy bird style game in unity with C#.
I have a scored function in the Game Controller script. Here it is...
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
public class GameController : MonoBehaviour
{
private int score = 0;
public float starScrollSpeed;
public float groundScrollSpeed;
public float skyScrollSpeed;
public GameObject gameOverText;
public GameObject playAgain;
public bool gameOver = false;
public static GameController instance;
public Text scoreText;
// Start is called before the first frame update
void Awake()
{
if(instance == null)
{
instance = this;
}
else if(instance != this)
{
Destroy(gameObject);
}
}
// Update is called once per frame
void Start()
{
}
void Update()
{
}
public void BirdScored()
{
if (gameOver)
{
return;
}
score++;
scoreText.text = "SCORE " + score.ToString();
}
public void PlaneDestroyed()
{
gameOverText.SetActive(true);
playAgain.SetActive(true);
gameOver = true;
}
}
Actually Bird and Plane is the same thing.
What I want to do is to make the bird score/run the BirdScored() function when the Plane overlaps with a star. The Plane has a Rigidbody2D and a collider and stars have a Rigidbody2D but no collider because In the bird script if the plane collide, it destroys.
Here is the Bird Script
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Bird : MonoBehaviour
{
private bool isDead = false;
private Rigidbody2D rb2d;
public float upforce = 200f;
private Animator anim;
// Start is called before the first frame update
void Start()
{
rb2d = GetComponent<Rigidbody2D>();
anim = GetComponent<Animator>();
}
// Update is called once per frame
void Update()
{
if (isDead == false)
{
if (Input.GetMouseButtonDown(0))
{
rb2d.velocity = Vector2.zero;
rb2d.AddForce(new Vector2(0, upforce));
}
}
anim.SetTrigger("Flap");
}
void OnCollisionEnter2D()
{
isDead = true;
anim.SetTrigger("Die");
GameController.instance.PlaneDestroyed();
}
}
And here is the star script...
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Stars : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
public void OnTriggerEnter2D(Collider2D other)
{
if (other.gameObject.name == "Plane")
{
GameController.instance.BirdScored();
}
}
}
What is wrong and what should I do?
Put a Colider2D on the star, and check the Is Trigger option in the inspector.
The Is Trigger is disable the collision with any other collider2d so your plane wont be destroyed by the OnCollisionEnter2D, but the OnTriggerEnter2D will trigger properly.
I can see in your screenshot that the collider isn't set to "is trigger", which makes it unable to register trigger collisions.

Next Scene Not Loading

My problem is that when all the enemies are killed the scene that should be loaded is not loading. I did add the scene to the Build setting (it has an index of 3) but it is still not loading. The script I created is attached to an empty object and not directly to the sprite (is that okay?). Can someone tell me why the scene isn't loading? Thank you.
This image is for to show you the EnemySpawner empty object inspector
EnemySpawner Script :
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class EnemySpawner : MonoBehaviour {
[SerializeField] GameObject EnemyPreFab;
[SerializeField] int MaxEnemies = 30;
[SerializeField] float EnemySpawnTime = 1.00001f;
[SerializeField] GameObject FirstWaypoint;
int CurrentNumOfEnemies = 0;
public LevelManager myLevelManager;
public int maximumnumberofhits = 0;
int timesEnemyHit;
IEnumerator SpawningEnemies()
{
while(CurrentNumOfEnemies <= MaxEnemies)
{
GameObject Enemy = Instantiate(EnemyPreFab, this.transform.position, Quaternion.identity);
CurrentNumOfEnemies++;
yield return new WaitForSeconds(EnemySpawnTime);
}
}
void Start()
{
StartCoroutine(SpawningEnemies());
timesEnemyHit = 0;
if (this.gameObject.tag == "EnemyHit")
{
CurrentNumOfEnemies++;
}
}
void OnCollisionEnter2D()
{
timesEnemyHit++;
if (timesEnemyHit == maximumnumberofhits)
{
CurrentNumOfEnemies--;
Destroy(this.gameObject);
}
if (CurrentNumOfEnemies == 0)
{
myLevelManager.LoadLevel("NextLevelMenu");
Debug.Log("LevelLoaded");
}
}
}
LevelManger script:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class LevelManager : MonoBehaviour {
public void LoadLevel(string name)
{
print("Level loading requested for" + name);
SceneManager.LoadScene(name);
}
}
EnemyShooting Script :
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EnemyShooting : MonoBehaviour {
[SerializeField] float EnemyLaserSpeed = 10f;
[SerializeField] float EnemyLaserFireTime;
[SerializeField] GameObject LaserBulletEnemyPreFab;
[SerializeField] int MaxNumberOfHits = 1;
int CurrentNumberOfHits = 0;
Coroutine FireCoroutine;
void OnTriggerEnter2D(Collider2D collider)
{
if(collider.gameObject.tag == "PlayerLaser")
{
if(CurrentNumberOfHits < MaxNumberOfHits)
{
CurrentNumberOfHits++;
Destroy(collider.gameObject);
Score.ScoreValue += 2;//The user will be rewarded 1 point
}
}
}
void DestroyEnemy()
{
if(CurrentNumberOfHits >= MaxNumberOfHits)
{
Destroy(gameObject);
}
}
private void Fire()
{
FireCoroutine = StartCoroutine(ShootContinuously());
}
void BecomeVisible()
{
Fire();
}
IEnumerator ShootContinuously()
{
while (true)
{
GameObject LaserBulletEnemy = Instantiate(LaserBulletEnemyPreFab, this.transform.position, Quaternion.identity) as GameObject;
LaserBulletEnemy.GetComponent<Rigidbody2D>().velocity = new Vector2(0, EnemyLaserSpeed);
EnemyLaserFireTime = Random.Range(0.5f, 0.9f);
yield return new WaitForSeconds(EnemyLaserFireTime);
}
}
// Use this for initialization
void Start () {
BecomeVisible();
}
// Update is called once per frame
void Update () {
DestroyEnemy();
}
}
EnemyPathing script:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EnemyPathing : MonoBehaviour {
[SerializeField] List<Transform> WayPoints;
[SerializeField] float EnemyMovingSpeed = 5f;
int WayPointIndex = 0;
void EnemyMoving()
{
if (WayPointIndex <= WayPoints.Count - 1)
{
var TargetedPosition = WayPoints[WayPointIndex].transform.position; //The position of where the enemy needs to go
TargetedPosition.z = 0f;
var MoveThisFrame = EnemyMovingSpeed * Time.deltaTime;
transform.position = Vector2.MoveTowards(this.transform.position, TargetedPosition, MoveThisFrame);
if(transform.position == TargetedPosition)
{
WayPointIndex++;
}
}
else
{
Destroy(gameObject);
}
}
// Use this for initialization
void Start () {
transform.position = WayPoints[WayPointIndex].transform.position;
}
// Update is called once per frame
void Update () {
EnemyMoving();
}
}
Problem
You're checking for collisions on the SPAWNER; when someone hits the Spawner it counts down enemies. But the Spawner doesn't have a collision box in the screenshot so it can never be hit. The Scene changing code can never be called.
So the game, based on the code, looks like this:
Spawn X enemies,
Hit the Spawner X times,
(Removed: Destroy the Spawner,)
Change scene.
I'm guessing this is conceptually incorrect and you actually want to check collisions on the spawned enemies, which will then count up the amount of destroyed enemies, and change the scene when they are all dead.
Solution
Conceptually, what you want is:
Spawn X enemies
Count up variable for every enemy
On Enemy death, count it down
When 0, change scene
So how do we code this?
Well, every enemy needs a reference to the object that holds the count. You can do this in several ways, when I personally do it I usually have just one spawner that is responsible for everyone so I make that one a Singleton, that can be references from anywhere:
EnemySpawner
public class EnemySpawner : MonoBehaviour
{
public static Spawner Instance = null;
int CurrentNumOfEnemies = 0;
// ... etc
void Start()
{
if (Instance == null)
Instance = this;
// Spawn enemies like you do already, CurrentNumOfEnemies++ for every spawned
}
public OnEnemyDeath() {
CurrentNumOfEnemies--;
if (CurrentNumOfEnemies < 1)
{
// You killed everyone, change scene:
LevelManager.LoadLevel("Your Level");
}
}
}
Enemy script (I don't know how your current code looks, but here's a minimal solution based on how I THINK your code looks):
void OnDestroy()
{
// This will run automatically when you run Destroy() on this gameObject
EnemySpawner.Instance.OnEnemyDeath(); // Tell the EnemySpawner that someone died
}
This will only work if you have exactly only ONE spawner. If you have multiple ones you will have to send a reference to the instance of its spawner to every spawned enemy. I can show you how to do ths too, if you wish.
Bonus content
LevelManager doesn't need to be on a GameObject, it can be static instead:
Remove the LevelManager script from any GameObject
Change your LevelManager code to this:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public static class LevelManager
{
public static void LoadLevel(string name)
{
Debug.Log("Level loading requested for" + name);
SceneManager.LoadScene(name);
}
}
Now you can use it from ANYWHERE, without needing to initialize a reference to any script or GameObject:
LevelManager.LoadLevel("My Level");
myLevelManager.LoadLevel("NextLevelMenu"); is never executed, because you destroy the object in the if-test above.

How do I make it so the player reactivates on replay?

I am making a really short C# Unity game for a college class I am in and I have created a script for a trap that deactivates my player on contact that also includes a replay button. It all works except when I replay, the player remains inactive.
How would I modify my script to make it so the player reactivates on replay?
Also, this class I am in is a beginner class, I'm not super good at this.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class Trap : MonoBehaviour
{
public GameObject playerExplosion;
public GameObject gameOverUI;
void OnTriggerEnter (Collider other)
{
if (other.tag == "Player")
{
Instantiate(playerExplosion, other.transform.position, other.transform.rotation);
}
other.gameObject.SetActive(false);
gameObject.SetActive(false);
gameOverUI.SetActive(true);
PlayerController.gameOver = false;
}
}
Edit: Here is the replay script too. It works on a health bar system.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class ReplayGame : MonoBehaviour
{
public Transform player;
public Image uiBar;
public GameObject GameOverUI;
public static Vector3 startPosition;
private float fillAmount;
void Start()
{
startPosition = player.position;
fillAmount = uiBar.fillAmount;
GameOverUI.SetActive(false);
}
public void Click ()
{
PlayerController.gameOver = false;
player.position = startPosition;
uiBar.fillAmount = fillAmount;
GameOverUI.SetActive(false);
}
}
you will have to re Activate your player, or you have to Instantiate a new player.
public void Replay ()
{
//ReActivate
myPlayer.gameObject.SetActive(true);
//or Instnatiate a new
Instantiate(myPlayer);
}

Categories

Resources