I'm currently working on a project in Unity. It generates random pillars as platforms for the player to jump on. I want it to only spawn a pillar if Vector3.Distance(itsRandomPosition, eachOtherPillarsPosition) is greater or equal to minDisBetweenPillars.
After a lot of trying, it still doesn't work and spawn inside of each other. Here's my code:
using UnityEngine;
public class CreateRandPlatform : MonoBehaviour
{
public GameObject platformPrefab;
public Transform map;
public float minDisBetweenPillars;
public float spawnRange;
public float spawnRangeY;
public int totPillars;
private void Start()
{
SpawnPillars();
}
private bool CanSpawn(float min, Vector3 a, Vector3 b)
{
bool res = Vector3.Distance(a, b) >= min;
return res == true;
}
private void SpawnPillars()
{
for (int i = 0; i < totPillars; i++)
{
Vector3 spawnPos = new Vector3(Random.Range(-spawnRange, spawnRange), -30, Random.Range(-spawnRange, spawnRange));
GameObject[] pillars = GameObject.FindGameObjectsWithTag("Pillar");
bool canSpawn = false;
foreach (GameObject pillar in pillars)
{
Vector3 pillarPos = pillar.transform.position;
if (CanSpawn(minDisBetweenPillars, spawnPos, pillarPos) == true)
{
canSpawn = true;
break;
}
}
if (canSpawn == true)
{
spawnPos.y = -30 + Random.Range(-spawnRangeY, spawnRangeY);
Instantiate(platformPrefab, spawnPos, Quaternion.identity, map);
}
else
{
i--;
}
}
}
}
you're currently checking if the new pillar will be outside the range of ANY one of the existing ones.
What you want is a check, if it is outside the range of ALL of the existing ones:
bool canSpawn = true;
foreach (GameObject pillar in pillars)
{
Vector3 pillarPos = pillar.transform.position;
if (!CanSpawn(minDisBetweenPillars, spawnPos, pillarPos))
{
canSpawn = false;
break;
}
}
Also you might want to think about only checking x-z-distance. The calculation is cheaper and i suppose your pillars are y alligned, meaning the y distance will only falsify your result.
Related
I am working on a flocking system in Unity and am new to c#. I am working with 2 scripts - 1 that manages the overall flock (FlockTest) and the other that manages particle behaviour (FlockParticleBehaviour). I have followed a tutorial which has public boolean values that control seeking behaviour in FlockParticleBehaviour through FlockTest. In play mode, I can toggle these booleans to change the goal seeking behaviour. However, I want to automate this toggling based on time (To add it to an AR session). I have added an if statement to void Update() in the FlockTest and when I hit play, the seekGoal and obedient boolean boxes switch on and off but nothing happens to the particles. I have tried using an invoke method which didn't work(no errors but boxes dont switch on and off) and thought about trying a coRoutine but I am not sure this will work since I don't want to stop and start my script. I am at a loss as to how to get the particles obeying the boolean in update. Am I meant to be referencing in my particle behaviour script's flock function? Very new so would love some help if anyone knows a better way forward!
FlockTest script (contains if statement)
using System.Collections.Generic;
using UnityEngine;
public class FlockTest : MonoBehaviour
{
public GameObject[] particles;
public GameObject particlePrefab;
public int particleCount = 10;
public Vector3 range = new Vector3(5,5,5);
public Vector3 innerLimit = new Vector3(1,1,1);
public bool seekGoal = true;
public bool obedient = true;
public bool willful = false;
[Range(0, 200)]
public int neighbourDistance =50;
[Range(0,2)]
public float maxForce = 0.5f;
[Range(0,5)]
public float maxvelocity = 2.0f;
// Start is called before the first frame update
void Start()
{
int time = (int)Time.time;
particles = new GameObject[particleCount];
for(int i = 0; i < particleCount; i++)
{
Vector3 particlePos = new Vector3(Random.Range(-range.x, range.x), Random.Range(-range.y, range.y), Random.Range(-range.z, range.z));
particles[i] = Instantiate(particlePrefab, this.transform.position + particlePos, Quaternion.identity) as GameObject;
particles[i].GetComponent<FlockParticleBehaviour>().manager = this.gameObject;
}
}
void Update()
// the toggles in the inspector are changing but nothing is happening with the particles.
{
int time = (int)Time.time;
if(time == 3f) {
seekGoal = false;
obedient = false;
willful = true;
}
if(time == 6f)
{
seekGoal = true;
obedient = true;
willful = false;
}
}
}
FlockParticleBehaviour script
using System.Collections.Generic;
using UnityEngine;
public class FlockParticleBehaviour : MonoBehaviour
{
public GameObject manager;
public Vector3 location = Vector3.zero;
public Vector3 velocity;
Vector3 goalPos = Vector3.zero;
Vector3 currentForce; //this is a current force position. pushes particle around by adding all the other forces
// Start is called before the first frame update
void Start()
{
velocity = new Vector3(Random.Range(0.01f, 0.1f), Random.Range(0.01f, 0.1f), Random.Range(0.01f, 0.1f));
location = new Vector3(this.gameObject.transform.position.x, this.gameObject.transform.position.y, this.gameObject.transform.position.z);
}
Vector3 seek(Vector3 target)
{
return(target - location);
}
void applyForce(Vector3 f)
{
Vector3 force = new Vector3(f.x, f.y, f.z);
if(force.magnitude > manager.GetComponent<FlockTest>().maxForce)
{
force = force.normalized;
force *= manager.GetComponent<FlockTest>().maxForce;
}
this.GetComponent<Rigidbody>().AddForce(force);
if(this.GetComponent<Rigidbody>().velocity.magnitude > manager.GetComponent<FlockTest>().maxvelocity)
{
this.GetComponent<Rigidbody>().velocity = this.GetComponent<Rigidbody>().velocity.normalized;
this.GetComponent<Rigidbody>().velocity *= manager.GetComponent<FlockTest>().maxvelocity;
}
Debug.DrawRay(this.transform.position, force, Color.white);
}
Vector3 align()
{
float neighbourdist = manager.GetComponent<FlockTest>().neighbourDistance;
Vector3 sum = Vector3.zero;
int count = 0;
foreach (GameObject other in manager.GetComponent<FlockTest>().particles)
{
if(other == this.gameObject) continue;
float d = Vector3.Distance(location, other.GetComponent<FlockParticleBehaviour>().location);
if (d < neighbourdist) {
sum += other.GetComponent<FlockParticleBehaviour>().velocity;
count++;
}
}
if (count >0)
{
sum /= count;
Vector3 steer = sum - velocity;
return steer;
}
return Vector3.zero;
}
Vector3 cohesion()
{
float neighbourdist = manager.GetComponent<FlockTest>().neighbourDistance;
Vector3 sum = Vector3.zero;
int count = 0;
foreach (GameObject other in manager.GetComponent<FlockTest>().particles)
{
if(other == this.gameObject) continue;
float d = Vector3.Distance(location, other.GetComponent<FlockParticleBehaviour>().location);
if(d < neighbourdist)
{
sum += other.GetComponent<FlockParticleBehaviour>().location;
count++;
}
}
if (count > 0)
{
sum /= count;
return seek(sum);
}
return Vector3.zero;
}
void flock()
{
location = this.transform.position;
velocity = this.GetComponent<Rigidbody>().velocity;
if(manager.GetComponent<FlockTest>().obedient && Random.Range(0,50) <=1)
{
Vector3 ali = align();
Vector3 coh = cohesion();
Vector3 gl;
if(manager.GetComponent<FlockTest>().seekGoal)
{
gl = seek(goalPos);
currentForce = gl + ali +coh;
}
else
currentForce = ali + coh;
currentForce = currentForce.normalized;
}
if(manager.GetComponent<FlockTest>().willful && Random.Range(0,50)<=1)
{
if(Random.Range(0,50)<1) //change direction
currentForce = new Vector3(Random.Range(0.01f, 0.1f), Random.Range(0.01f, 0.1f),Random.Range(0.01f, 0.1f));
}
applyForce(currentForce);
}
// Update is called once per frame
void Update()
{
flock();
goalPos = manager.transform.position;
}
}
Several points:
it is much easier and cleaner to set your flock manager directly as FlockTest, not GameObject to avoid GetComponent calls.
I cannot understand what you want to achieve by calling (int)Time.time and comparing it later with 3 and 6. Time.time returns the number of seconds that passed from the start of the application. So your code in Update method of FlockTest script will not have any chance to be called after the seventh second of your game passed. So obedient will always be true and willful will always be false after the seventh second.
Your Random.Range(0, 50) <= 1 is quite a low chance. It will return an int value from 0 to 49, so it is only a 2% chance that your changes in FlockTest will apply to FlockParticleBehaviour instance. Is it what you wanted to get? You can try to remove this random from the if statement to make this chance 100% and check if this is an issue.
Right now it seems like the chance of changing something is too low to see it in several seconds of the game. As I've said above, after the seventh second your bool values will never change.
Hello I am new to c# and unity anyone know how to make the AI return to the pre-define waypoint after the player trigger the ai chase player code ? because i've been using this new code and try using agent.setdestination but it keeps giving me index out of range exception. Anyone know how to fix this.
public NavMeshAgent agent;
public Transform player;
public LayerMask whatIsGround, whatIsPlayer;
//Attacking
public float timeBetweenAttacks;
bool alreadyAttacked;
//States
public float sightRange, attackRange;
public bool playerInSightRange, playerInAttackRange;
public float MovementSpeed = 3f;
public float TurningSpeed = 3f;
Vector3 dist;
bool WpReached;
GameObject StartingPoint;
string TargetWpToGo;
private int CurrentWpNumber;
Rigidbody rb;
public Transform[] waypoints;
public int speed;
private int waypointIndex = 0;
}
public GameObject FindClosestWaypoint()
{
GameObject[] gos;
gos = GameObject.FindGameObjectsWithTag("Waypoint");
GameObject closest = null;
float distance = Mathf.Infinity;
Vector3 position = transform.position;
foreach (GameObject go in gos)
{
Vector3 diff = go.transform.position - position;
float curDistance = diff.sqrMagnitude;
if (curDistance < distance)
{
closest = go;
distance = curDistance;
}
}
return closest;
}
private void SearchWalkPoint()
{
//Calculate random point in range
float randomZ = Random.Range(-walkPointRange, walkPointRange);
float randomX = Random.Range(-walkPointRange, walkPointRange);
walkPoint = new Vector3(transform.position.x + randomX, transform.position.y, transform.position.z + randomZ);
if (Physics.Raycast(walkPoint, -transform.up, 2f, whatIsGround))
walkPointSet = true;
}
private void ChasePlayer()
{
//patrol = false;
agent.SetDestination(player.position);
}
private void AttackPlayer()
{
//Make sure enemy doesn't move
agent.SetDestination(transform.position);
transform.LookAt(player);
if (!alreadyAttacked)
{
///Attack code here
///End of attack code
alreadyAttacked = true;
Invoke(nameof(ResetAttack), timeBetweenAttacks);
}
}
private void ResetAttack()
{
alreadyAttacked = false;
}
private void OnDrawGizmosSelected()
{
Gizmos.color = Color.red;
Gizmos.DrawWireSphere(transform.position, attackRange);
Gizmos.color = Color.yellow;
Gizmos.DrawWireSphere(transform.position, sightRange);
}
private void OnTriggerEnter(Collider other)
{
if (other.tag == "Waypoint" && !WpReached)
{
WpReached = true;
if (GameObject.Find("wp-" + (CurrentWpNumber + 1)) != null)
CurrentWpNumber += 1;
else
CurrentWpNumber = 0;
}
Debug.Log("Current Wp Target : " + CurrentWpNumber);
}
private void OnTriggerExit(Collider other)
{
if (other.tag == "Waypoint" && WpReached)
{
WpReached = false;
}
}
}
and here is the code i added to make the ai return back to waypoint if the player out of range.I put the code in the private voide lateup();
transform.LookAt(waypoints[CurrentWpNumber].position);
agent.SetDestination(waypoints[CurrentWpNumber].position);
and here is the error that happens
Thank you for taking your time reading this.
Common way to achieve this with simple A.I is to implement finite-state machine (FSM) where each behaviour is divided in to states. There are plenty of tutorials out there that can teach you how to make one.
With it you could have ReturnToClosestWaypoint state which would find the closest Waypoint, move towards it and when close enough set the state back to something like IdleState or PatrolState.
Your exception is generic array/list exception which is basically telling you that you're trying to get item from the array/list with index that doesn't exists.
Check that CurrentWpNumber is not less than zero and is less than the lenght/size of the waypoints array/list. It's also possible that your waypoints array/list is empty so you could also check if the lenght/size of the array is greater than zero before trying to access it.
if(waypoints == null || waypoints.Length == 0){
Debug.Log("waypoints array is empty!");
return;
}
if(CurrentWpNumber < 0 || CurrentWpNumber >= waypoints.Length){
Debug.Log("No waypoint with index " + CurrentWpNumber);
return;
}
I have a 3D board game in Unity. I would like to move my character without having to press a key, but most importantly I would like to show a dynamic panel in canvas for whatever square the character lands on. So far I have the dice rolling and the character moving (after pressing a key) the correct amount of squares, but I am unable to figure out how to activate the panel based on the square color. Any help would be appreciated.
Here is my CharacterScript:
public class CharacterScript : MonoBehaviour
{
public Path currentPath;
public int squarePosition;
public int squares;
bool isMoving;
public GameObject PinkSquarePanel = GameObject.FindGameObjectWithTag("PinkSquare");
public GameObject CyanSquarePanel = GameObject.FindGameObjectWithTag("CyanSquare");
public GameObject WhiteSquarePanel = GameObject.FindGameObjectWithTag("WhiteSquare");
// Update is called once per frame
void Update()
{
if (Input.GetKeyDown(KeyCode.Escape) && !isMoving)
{
squares = DiceNumberTextScript.diceNumber;
}
StartCoroutine(Move());
if (squares == 0)
{
ActivateSquarePanel();
}
}
IEnumerator Move()
{
if (isMoving)
{
yield break;
}
isMoving = true;
while (squares > 0)
{
Vector3 nextPosition = currentPath.squareList[squarePosition + 1].position;
while (MoveToNextSquare(nextPosition))
{
yield return null;
}
yield return new WaitForSeconds(0.1f);
squares--;
squarePosition++;
}
isMoving = false;
}
bool MoveToNextSquare(Vector3 goal)
{
return goal != (transform.position = Vector3.MoveTowards(transform.position, goal, 4f * Time.deltaTime));
}
void ActivateSquarePanel()
{
if (squarePosition.Equals(PinkSquarePanel))
{
PinkSquarePanel.GetComponent<CanvasGroup>().alpha = 1;
}
else if (squarePosition.Equals(CyanSquarePanel))
{
CyanSquarePanel.GetComponent<CanvasGroup>().alpha = 1;
}
else if (squarePosition.Equals(WhiteSquarePanel))
{
WhiteSquarePanel.GetComponent<CanvasGroup>().alpha = 1;
}
}
}
And here is my PathScript:
public class Path : MonoBehaviour
{
Transform[] squareObjects;
public List<Transform> squareList = new List<Transform>();
GameObject[] PinkSquares = GameObject.FindGameObjectsWithTag("PinkSquare");
PinkSquare[] pinkList = new PinkSquare[1];
GameObject[] CyanSquares = GameObject.FindGameObjectsWithTag("CyanSquare");
CyanSquare[] cyanList = new CyanSquare[1];
GameObject[] WhiteSquares = GameObject.FindGameObjectsWithTag("WhiteSquare");
WhiteSquare[] whiteList = new WhiteSquare[1];
private void OnDrawGizmos()
{
Gizmos.color = Color.black;
FillSquares();
for (int i = 0; i < squareList.Count; i++)
{
Vector3 currentPosition = squareList[i].position;
if (i > 0)
{
Vector3 previousPosition = squareList[i - 1].position;
Gizmos.DrawLine(previousPosition, currentPosition);
if(currentPosition.Equals(PinkSquares))
{
pinkList[i] = new PinkSquare();
}
else if (currentPosition.Equals(CyanSquares))
{
cyanList[i] = new CyanSquare();
}
else if (currentPosition.Equals(WhiteSquares))
{
whiteList[i] = new WhiteSquare();
}
}
}
}
void FillSquares()
{
squareList.Clear();
squareObjects = GetComponentsInChildren<Transform>();
foreach (Transform square in squareObjects)
{
if (square != this.transform)
{
squareList.Add(square);
}
}
}
}
I believe your issue is in your comparisons, you are trying to use an Equals to compare your currentPosition which is a Vector3 type to a GameObject[] which is an array of gameObjects. As I mentioned in my comments, this comparison will always fail as an array of gameObjects can not be equal to a vector.
Instead of using these lines, try this line:
if(squareList[i].gameObject.tag.CompareTag("PinkSquare")
The full snippet of if else would look like
if(squareList[i].gameObject.tag.CompareTag("PinkSquare")
{
pinkList[i] = new PinkSquare();
}
else if(squareList[i].gameObject.tag.CompareTag("CyanSquare")
{
cyanList[i] = new CyanSquare();
}
else if(squareList[i].gameObject.tag.CompareTag("WhiteSquare")
{
whiteList[i] = new WhiteSquare();
}
Your CharacterScript is going to need to get the gameObject or Transform from the Path script as it is only keeping track of indexes. Your issue in this script is you are comparing an integer to a GameObject which would never be true. I would also recommend not using OnDrawGizmos() as it is an editor only script and should only be used to render editor debugging tools. The only reference to a Gizmo I see in the function is Gizmos.color = Color.black; which does nothing as you are not rendering a gizmo anywhere. I would move this code to a different function and call it from your CharacterScript. Have the return type be GameObject or Transform of the square you are on, so the CharacterSCript can check which color it lands on. Using an Integer nor Vector3 to compare to a GameObject[] will never work.
I am not sure if there are issues elsewhere in the code, but as this comparison would always fail, none of these statements would get broken into. What this means is your panels would never have the chance to get their alpha set nor get created.
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
public class MoveOnCurvedLines : MonoBehaviour
{
public LineRenderer lineRenderer;
public List<GameObject> objectsToMove = new List<GameObject>();
public float speed;
public bool go = false;
public bool moveToFirstPositionOnStart = false;
private Vector3[] positions;
private Vector3[] pos;
private int index = 0;
private bool goForward = true;
private List<GameObject> objectsToMoveCopy = new List<GameObject>();
// Start is called before the first frame update
void Start()
{
objectsToMove = GameObject.FindGameObjectsWithTag("New Prefab").ToList();
pos = GetLinePointsInWorldSpace();
if (moveToFirstPositionOnStart == true)
{
for (int i = 0; i < objectsToMove.Count; i++)
{
objectsToMove[i].transform.position = pos[index];
}
}
StartCoroutine(AddNew());
}
Vector3[] GetLinePointsInWorldSpace()
{
positions = new Vector3[lineRenderer.positionCount];
//Get the positions which are shown in the inspector
lineRenderer.GetPositions(positions);
//the points returned are in world space
return positions;
}
// Update is called once per frame
void Update()
{
if (go == true)
{
Move();
}
}
void Move()
{
for (int i = 0; i < objectsToMoveCopy.Count; i++)
{
Vector3 newPos = objectsToMoveCopy[i].transform.position;
float distanceToTravel = speed * Time.deltaTime;
bool stillTraveling = true;
while (stillTraveling)
{
Vector3 oldPos = newPos;
newPos = Vector3.MoveTowards(oldPos, pos[index], distanceToTravel);
distanceToTravel -= Vector3.Distance(newPos, oldPos);
if (newPos == pos[index]) // Vector3 comparison is approximate so this is ok
{
// when you hit a waypoint:
if (goForward)
{
bool atLastOne = index >= pos.Length - 1;
if (!atLastOne) index++;
else { index--; goForward = false; }
}
else
{ // going backwards:
bool atFirstOne = index <= 0;
if (!atFirstOne) index--;
else { index++; goForward = true; }
}
}
else
{
stillTraveling = false;
}
}
objectsToMoveCopy[i].transform.position = newPos;
}
}
IEnumerator AddNew()
{
WaitForSeconds waitThreeSeconds = new WaitForSeconds(3);
foreach (var objToMove in objectsToMove)
{
yield return waitThreeSeconds;
objectsToMoveCopy.Add(objToMove);
}
}
}
I'm using StartCoroutine and the method AddNew to move each object between the waypoints every 3 seconds.
The logic :
First object to move from the List is start moving from the first position.
After 3 seconds the second object to move from the List is start moving from the first position.
The goal is to make that each object will start moving from the first position after 3 seconds following the first moving object before him so in the end I will have the objects moving with spoaces of 3 seconds between them.
The problem :
The first object is start moving after 3 seconds from the first position then the second and third and the resto f objects are start moving but from the last moved object and the other objects that already move are get merged with the other objects in the end I have a group of all the objects to move are moving together.
The same behave I want to be if they are moving in reverse.
Your objects merge, since you only have one index for the objects' target position, meaning all objects move towards the same point, not each object towards it's respective next point on the path. This results in a merge as soon as the first object turns around and runs backwards.
It would be best to split your logic into two classes, since otherwise you'd have to keep track of every object's path separately, meaning you need an int[] indices for the current target position of each object, another array for the goForward bools and so on for every new property you introduce.
Controller:
public class MovementController : MonoBehaviour
{
[SerializeField]
private LineRenderer lineRenderer;
[SerializeField]
private float speed;
[SerializeField]
private bool moveToFirstPositionOnStart;
public List<MoveOnCurvedLines> movingObjects = new List<MoveOnCurvedLines>();
void Start()
{
Vector3[] positions = GetPositions();
movingObjects = GameObject.FindGameObjectsWithTag("New Prefab").Select(go => go.GetComponent<MoveOnCurvedLines>().ToList();
foreach (MoveOnCurvedLines obj in movingObjects)
{
obj.Init(positions, speed, moveToFirstPositionOnStart);
}
StartCoroutine(TriggerObjects(false));
}
Vector3[] GetPositions()
{
Vector3[] positions = new Vector3[lineRenderer.positionCount];
//Get the positions which are shown in the inspector
lineRenderer.GetPositions(positions);
return positions;
}
IEnumerator TriggerObjects(bool delayFirstObject)
{
WaitForSeconds waitThreeSeconds = new WaitForSeconds(3);
if (delayFirstObject)
yield return waitThreeSeconds;
foreach (MoveOnCurvedLines obj in movingObjects)
{
obj.StartMoving();
yield return waitThreeSeconds;
}
}
}
Movement logic:
public class MoveOnCurvedLines : MonoBehaviour
{
private Transform myTransform;
private bool initialized;
private Vector3[] pos;
private int posIndex = 0;
private float speed;
private bool goForward = true;
private Coroutine moving;
public void Init(Vector3[] positions, float speed, bool instantlyMoveToFirstPosition)
{
myTransform = transform;
pos = positions;
this.speed = speed;
if (instantlyMoveToFirstPosition)
myTransform.position = positions[0];
initialized = true;
}
public void StartMoving()
{
if (initialized && moving == null)
moving = StartCoroutine(Move());
}
public void StopMoving()
{
if (moving != null)
{
StopCoroutine(moving);
moving = null;
}
}
private IEnumerator Move()
{
while (true)
{
Vector3 newPos = myTransform.position;
float distanceToTravel = speed * Time.deltaTime;
bool stillTraveling = true;
while (stillTraveling)
{
Vector3 oldPos = newPos;
newPos = Vector3.MoveTowards(oldPos, pos[posIndex], distanceToTravel);
distanceToTravel -= Vector3.Distance(newPos, oldPos);
if (newPos == pos[posIndex]) // Vector3 comparison is approximate so this is ok
{
// when you hit a waypoint:
if (goForward)
{
bool atLastOne = posIndex >= pos.Length - 1;
if (!atLastOne)
{
posIndex++;
}
else
{
posIndex--;
goForward = false;
}
}
else
{ // going backwards:
bool atFirstOne = posIndex <= 0;
if (!atFirstOne)
{
posIndex--;
}
else
{
posIndex++;
goForward = true;
}
}
}
else
{
stillTraveling = false;
}
}
myTransform.position = newPos;
}
}
}
MovementController only provides the necessary data, which all your objects share (e.g. the path), but every MoveOnCurvedLines object keeps track of it's progress independently.
Optimizations:
I cached transform in myTransform, since Unity's transform calls GetComponent<Transform>() every time producing unnecessary overhead.
Moving is done in a coroutine, not in Update, since checking n go bools every frame n objects do not move is unnecessary.
I changed your public fields to private ones getting serialized, since it's best practice to restrict access as much as possible. If you need to access them from another script in your project just make them public again.
I'm having difficulty getting my gold pickups to respawn after they've been destroyed on death. The idea is, if the player fails to pick up the 5 gold bars, activates a checkpoint, and dies, the current gold is destroyed and it resets once the screen has faded from black.
I currently have a Coroutine in my Health Manager that runs correctly if the player dies and resets them. I have a Gold Pickup script that destroys the gold if they haven't been picked up. I just can't seem to get them to re-instantiate. I've tried adding the instantiate code within the Health Manager's coroutine and within the Gold Pickup script. Nothing seems to work. If I'm not getting errors saying 'Array index is out of range' it's 'object reference not set to an instance of an object' etc.
public class GoldPickup : MonoBehaviour{
public int value;
public GameObject pickupEffect;
public GameObject[] goldBarArray;
public HealthManager healthManager;
public Checkpoint checkpoint;
private Vector3 goldRespawnPoint;
private Quaternion goldStartPosition;
void Start()
{
//To destroy multiple objects at once, use FindGameObjectsWithTag.
//GetComponent is considered more efficient than FindObjectOfType, but the latter avoids any errors saying an object reference hasn't been set.
goldBarArray = GameObject.FindGameObjectsWithTag("Gold");
healthManager = FindObjectOfType<HealthManager>();
//FindObjectOfType<Checkpoint>();
checkpoint = FindObjectOfType<Checkpoint>();
goldRespawnPoint = transform.position;
goldStartPosition = transform.rotation;
}
public void OnTriggerEnter(Collider other)
{
if (other.gameObject.CompareTag("Player"))
{
FindObjectOfType<GameManager>().AddGold(value);
Instantiate(pickupEffect, transform.position, transform.rotation);
Destroy(gameObject);
}
}
public void DestroyGold()
{
//For Statics, an object reference isn't necessary. Use the FindObjectOfType to find the appropriate script and reference the Type, such as HealthManager.
if (checkpoint.checkpoint1On == false)
{
foreach (GameObject Gold in goldBarArray)
{
Destroy(Gold);
Instantiate(goldBarArray[5], goldRespawnPoint, goldStartPosition);
goldRespawnPoint = transform.position;
goldStartPosition = transform.rotation;
//healthManager.RespawnCo();
}
}
}
/*public void GoldReset()
{
if (healthManager.isRespawning == true)
{
if (checkpoint.checkpoint1On == false)
{
StartCoroutine("GoldRespawnCo");
}
}
else if (_respawnCoroutine != null)
{
StopCoroutine(_respawnCoroutine);
_respawnCoroutine = StartCoroutine("GoldRespawnCo");
}*/
/*public IEnumerator GoldRespawnCo()
{
if (checkpoint.checkpoint1On == false)
{
Instantiate(goldPrefab, goldRespawnPoint, goldStartPosition);
transform.position = goldRespawnPoint;
transform.rotation = goldStartPosition;
}
else
{
yield return null;
}
}*/
/*if (thePlayer.gameObject.activeInHierarchy == false)
{
Destroy(gameObject);
Instantiate(goldBar, transform.position, transform.rotation);
}
else
{
if (thePlayer.gameObject.activeInHierarchy == true)
{
transform.position = respawnPoint;
transform.rotation = startPosition;
}
}*/
}
public class HealthManager : MonoBehaviour
//The counters will count down and will keep counting down based on the length variables
public int maxHealth;
public int currentHealth;
public PlayerController thePlayer;
//public GoldPickup goldPickup;
//public GoldPickup[] goldPickup;
public float invincibilityLength;
public Renderer playerRenderer;
public float flashLength;
public float respawnLength;
public GameObject deathEffect;
public Image blackScreen;
public float fadeSpeed;
public float waitForFade;
public bool isRespawning;
//public GameObject goldBar;
//To reference another script's function, such as in the DeathTrigger script, make a public DeathTrigger, give it a reference name, and put it into the Start function. Use the reference name and assign it using GetComponent. Call another script's method by using the reference name, followed by a dot and the name of the method. Eg: deathTrigger.DestroyGold().
private Quaternion startPosition;
//private Quaternion goldPosition;
private float flashCounter;
private float invincibilityCounter;
private Vector3 respawnPoint;
//private Vector3 goldRespawnPoint;
private bool isFadetoBlack;
private bool isFadefromBlack;
//private Coroutine _respawnCoroutine;
//private Vector3 goldRespawnPoint;
//private Quaternion goldStartPosition;
void Start()
{
currentHealth = maxHealth;
respawnPoint = thePlayer.transform.position;
startPosition = thePlayer.transform.rotation;
//goldPickup = GetComponent<GoldPickup>();
//goldRespawnPoint = goldBar.transform.position;
//goldStartPosition = goldBar.transform.rotation;
//goldRespawnPoint = transform.position;
//goldStartPosition = transform.rotation;
//goldPickup = FindObjectOfType<GoldPickup>();
//goldRespawnPoint = goldBar.transform.position;
//goldPosition = goldBar.transform.rotation;
}
void Update()
{
//These functions are checked every frame until the player takes damage
if (invincibilityCounter > 0)
{
invincibilityCounter -= Time.deltaTime;
flashCounter -= Time.deltaTime;
if (flashCounter <= 0)
//The Flash Counter is currently set at 0.1 and will be within the 0 region as it counts down. During this period, the playerRenderer will alternate between on and off
{
playerRenderer.enabled = !playerRenderer.enabled;
//The Flash Counter will keep counting down and reloop depending on the Flash Length time
flashCounter = flashLength;
}
//This makes sure after the flashing and invincibility has worn off that the player renderer is always turned back on so you can see the player
if (invincibilityCounter <= 0)
{
playerRenderer.enabled = true;
}
}
if (isFadetoBlack)
{
blackScreen.color = new Color(blackScreen.color.r, blackScreen.color.g, blackScreen.color.b, Mathf.MoveTowards(blackScreen.color.a, 1f, fadeSpeed * Time.deltaTime));
if (blackScreen.color.a == 1f)
{
isFadetoBlack = false;
}
}
if (isFadefromBlack)
{
blackScreen.color = new Color(blackScreen.color.r, blackScreen.color.g, blackScreen.color.b, Mathf.MoveTowards(blackScreen.color.a, 0f, fadeSpeed * Time.deltaTime));
if (blackScreen.color.a == 0f)
{
isFadefromBlack = false;
}
}
}
public void HurtPlayer(int damage, Vector3 direction)
{
//If the invincibility countdown reaches zero it stops, making you no longer invincible and prone to taking damage again
if (invincibilityCounter <= 0)
{
currentHealth -= damage;
if (currentHealth <= 0)
{
Respawn();
}
else
{
thePlayer.Knockback(direction);
invincibilityCounter = invincibilityLength;
playerRenderer.enabled = false;
flashCounter = flashLength;
}
}
}
public void Respawn()
{
//A StartCoroutine must be set up before the IEnumerator can begin
if (!isRespawning)
{
StartCoroutine("RespawnCo");
}
}
//IEnumerators or Coroutines will execute the code separately at specified times while the rest of the code in a codeblock will carry on executing as normal.
//To prevent an error appearing below the name of the Coroutine, be sure to place a yield return somewhere within the code block. Either yield return null or a new WaitForSeconds.
public IEnumerator RespawnCo()
{
if (GameManager.currentGold < 5)
{
isRespawning = true;
thePlayer.gameObject.SetActive(false);
Instantiate(deathEffect, respawnPoint, startPosition);
yield return new WaitForSeconds(respawnLength);
isFadetoBlack = true;
yield return new WaitForSeconds(waitForFade);
//To reference another script's function quickly and just the once, use the FindObjectOfType function. This is considered to be slow however.
FindObjectOfType<GoldPickup>().DestroyGold();
//GetComponent<GoldPickup>().DestroyGold();
//Instantiate(goldBar, goldRespawnPoint, Quaternion.identity);
isFadefromBlack = true;
//goldRespawnPoint = goldBar.transform.position;
//goldStartPosition = goldBar.transform.rotation;
isRespawning = false;
thePlayer.gameObject.SetActive(true);
thePlayer.transform.position = respawnPoint;
thePlayer.transform.rotation = startPosition;
currentHealth = maxHealth;
invincibilityCounter = invincibilityLength;
playerRenderer.enabled = false;
flashCounter = flashLength;
GameManager.currentGold = 0;
GetComponent<GameManager>().SetCountText();
StopCoroutine("RespawnCo");
/*isRespawning = true;
thePlayer.gameObject.SetActive(false);
yield return new WaitForSeconds(respawnLength);
isFadetoBlack = true;
yield return new WaitForSeconds(waitForFade);
isFadefromBlack = true;
invincibilityCounter = invincibilityLength;
playerRenderer.enabled = false;
flashCounter = flashLength;
SceneManager.LoadScene("Level 1");
GameManager.currentGold = 0;*/
}
else if(GameManager.currentGold >= 5)
{
isRespawning = true;
thePlayer.gameObject.SetActive(false);
Instantiate(deathEffect, respawnPoint, startPosition);
yield return new WaitForSeconds(respawnLength);
isFadetoBlack = true;
yield return new WaitForSeconds(waitForFade);
isFadefromBlack = true;
isRespawning = false;
thePlayer.gameObject.SetActive(true);
thePlayer.transform.position = respawnPoint;
thePlayer.transform.rotation = startPosition;
currentHealth = maxHealth;
invincibilityCounter = invincibilityLength;
playerRenderer.enabled = false;
flashCounter = flashLength;
}
}
/*public void HealPlayer(int healAmount)
{
currentHealth += healAmount;
if(currentHealth > maxHealth)
{
currentHealth = maxHealth;
}
}*/
public void SetSpawnPoint(Vector3 newPosition)
{
respawnPoint = newPosition;
}
public class Checkpoint : MonoBehaviour
public HealthManager theHealthManager;
public Renderer cpRenderer;
public Renderer postRenderer;
public SpriteRenderer pcRenderer;
public Material cpOff;
public Material cpOn;
public Material postOff;
public Material postOn;
public GameObject[] infoPanels;
public bool checkpoint1On;
//Make sure to assign a value to a bool with '=' and in an 'if' statement somewhere in the code to prevent warnings.
//private bool checkpoint1IsActivated;
private bool infoPanel1Activated;
void Start()
{
theHealthManager = FindObjectOfType<HealthManager>();
}
void Update()
//Key presses are better handled in the Update function and will recognise keys being pressed once every frame.
{
if (checkpoint1On == true)
{
if (infoPanel1Activated == false)
{
if (Input.GetKeyDown(KeyCode.Space))
{
infoPanels[0].SetActive(true);
infoPanel1Activated = true;
}
}
else
{
if (infoPanel1Activated == true)
{
if (Input.GetKeyDown(KeyCode.Space))
{
infoPanels[0].SetActive(false);
infoPanel1Activated = false;
}
}
}
}
}
public void Checkpoint1On()
{
cpRenderer.material = cpOn;
postRenderer.material = postOn;
pcRenderer.color = new Color(1f, 1f, 1f, 1f);
checkpoint1On = true;
}
//[] makes a variable an Array (a list). The 'foreach' loop will check through all the Checkpoint objects
//Checkpoint[] checkpoints = FindObjectsOfType<Checkpoint>();
//For each Checkpoint Array called 'checkpoints', look for 'cp' and turn the others in the list off
/*foreach (Checkpoint cp in checkpoints)
{
cp.CheckpointOff();
}
theRenderer.material = cpOn;*/
public void Checkpoint1Off()
{
cpRenderer.material = cpOff;
postRenderer.material = postOff;
pcRenderer.color = new Color(1f, 1f, 1f, 5f);
checkpoint1On = false;
}
public void OnTriggerStay(Collider other)
{
if (other.gameObject.CompareTag("Player"))
{
if (GameManager.currentGold >= 5)
{
if (Input.GetKeyDown(KeyCode.Return))
{
theHealthManager.SetSpawnPoint(transform.position);
Checkpoint1On();
checkpoint1On = true;
}
}
else if (GameManager.currentGold <= 5)
{
checkpoint1On = false;
}
}
}
In your DestroyGold() function, you instantiate the gold like this:
foreach (GameObject Gold in goldBarArray)
{
Destroy(Gold);
Instantiate(goldBarArray[5], goldRespawnPoint, goldStartPosition);
goldRespawnPoint = transform.position;
goldStartPosition = transform.rotation;
//healthManager.RespawnCo();
}
But transform.position and transform.rotation only get the position and rotation of the current object (i.e. whatever your script is attached to). So not only are you spawning all the gold in the same spot, it's spawning the gold at the location of the object that holds your script, not where you actually want it to go!
Without knowing much about the objects in your scene, here's what I can tell you: try creating a Transform[] to store the locations where you want to respawn the gold. Also, make sure you assign the goldRespawnPoint and goldStartPosition BEFORE you call Instantiate() in your foreach loop. Finally, just a general tip: you should never use variable == true or variable == false in an if statement. You can just use if(variable) or if(!variable), respectively. It will work just the same while being more readable and reducing the amount of code you need to write.
EDIT 1: In response to comments, I've added specific code examples for implementing these suggestions.
To start, you're probably getting the out of range error because of goldBarArray[5]. Since arrays start at index 0, you can only access up to element n-1 in a size n array. More on how to fix this in the next step.
Now for the Transform array. In the area where you declare your public variables (at the top of the script), add the line
public Transform[] spawnPoints;
Then, back in Unity you will be able to assign those spawn points in the Inspector.
EDIT 2: Additionally, in the foreach loop you're trying to instantiate one of the gold bars from the scene, but those are getting deleted with the Destroy(Gold); statement. Instead, you should be instantiating from the prefab which won't get destroyed. To do this, add
public GameObject goldPrefab;
up with the rest of your public variables. Then, in the Editor create a prefab by dragging one of the gold bars from the Hierarchy into your Assets folder. Finally, set that prefab to be the value of goldPrefab in the Inspector.
Now, you actually can clean up your foreach loop a little bit. You can get rid of the goldRespawnPoint and goldStartPosition lines because the respawn locations will be contained in the Transform array we just created. Again, without knowing how your scene is structured I've needed to just make an educated guess about what will work. Give this loop a try:
int spawnPointCounter = 0;
foreach(GameObject Gold in goldBarArray){
Destroy(Gold);
Transform currentSP = spawnPoints[spawnPointCounter];
Instantiate(goldPrefab, currentSP.position, currentSP.rotation);
spawnPointCounter++;
}