How can I fade out the ui text when enable it false? - c#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class SaveGameMessage : MonoBehaviour
{
public Text text;
public float speed;
public bool startFading = false;
public bool enableText = false;
private Color textColor;
private void Start()
{
text = GetComponent<Text>();
textColor = text.color;
}
private void Update()
{
if (startFading == true)
{
if (enableText == true)
{
text.enabled = true;
}
textColor.a = (Mathf.Sin(Time.time * speed) + 1.0f) / 2.0f;
text.color = textColor;
}
else
{
text.enabled = false;
}
}
}
And using it :
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Cinemachine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
public class PlayingInGameScenesController : MonoBehaviour
{
public CinemachineFreeLook[] freeLookcameras;
public LockController lockController;
public GameObject uiSceneText;
public GameObject player;
public float transitionSpeed = 5f;
public float thresHold = 0.1f;
public bool talkingProcess = true;
public SaveGameMessage saveGameMessage;
private bool newGame = true;
private void Start()
{
}
public void PlayingSceneInGame()
{
PlayingSceneStatesControls(true);
StartCoroutine(ScenePlayingTime());
}
private void Update()
{
if (SceneManager.GetActiveScene().name != "Main Menu" && newGame == true)
{
PlayingSceneInGame();
newGame = false;
}
}
private void LateUpdate()
{
}
private void PlayingSceneStatesControls(bool LockState)
{
lockController.LockControl(LockState);
if (LockState == true)
{
uiSceneText.SetActive(true);
}
else
{
talkingProcess = false;
uiSceneText.SetActive(false);
}
}
IEnumerator ScenePlayingTime()
{
yield return new WaitForSeconds(10);
PlayingSceneStatesControls(false);
freeLookcameras[0].enabled = false;
freeLookcameras[1].enabled = true;
var brain = Camera.main.GetComponent<CinemachineBrain>().m_DefaultBlend.m_Time;
saveGameMessage.enableText = true;
saveGameMessage.startFading = true;
player.GetComponent<Player>().SavePlayer();
StartCoroutine(FakeSave());
}
IEnumerator FakeSave()
{
yield return new WaitForSeconds(7);
saveGameMessage.startFading = false;
}
}
At the bottom I'm making fake for 7 seconds the problem is when the fake finish the ui text enable false at once. In the SaveGameMessage script at the bottom I'm doing :
text.enabled = false;
but that is ugly it's just stop the fade in out effect at once. I want somehow to enable it false but before that to finish the current fading so the text enabled false will be smooth fading out and ot just suddenly stopping the fading effect.

Before you disable it run an animation to fade it out. this animation should first be made or maybe you can find one online.
then just run the animation before setting it to false.

Related

My if statement is On constant use and doesn't do the statement

So I have Ctr C Ctr V an Interaction System from YT channel.
I have perfectly copied line by line But the only issue was that he was using the old input system and used KeyPressedDown and keyPressedUp to make 2 boolean's which change according what state is the keypressed, I tried to mimic it with new Input system by making it from a button to a Axis value which follows the logic of if its ClickedAxis>0.4 its true and ClockedAxis==0 false, as a quick press it worked so I was happy BUT here comes the bug
My if statement is Being Spammed Constantly like none stop. My statement basically say's that if the Interacting is true Do :
bool interacting;
If(interacting)
{
float HoldingDownTimer+=Time.DeltaTime;
if(HoldingDownTimer>=5)
{
//Do your task;
}
}
but When I run the statement For some reason it prints 0.0110823 values which are stuck at that range of number's no lower no higher, My theory is that its been spam called.
Here's the Script
If your interested for all the components the YT channel is this guy's VeryHotShark
using UnityEngine;
using NaughtyAttributes;
public class LocomotionScript : MonoBehaviour
{
#region Data
[BoxGroup("Animation Handling Data")]
Animator animator;
int isWalkingHash;
[SerializeField] bool movementPressed;
[BoxGroup("Input Handling Data")]
private CharacterController controller;
public MovementInput input;
Vector2 currentMovement;
[SerializeField] float speed = 1;
private Vector3 velocity;
private float gravity = -9.81f;
public Transform ground;
public float distanceToGround = 0.4f;
public LayerMask groundMask;
private Vector2 smoothinMovement;
private float smoothInputSpeed;
private Vector2 tempCurrentMovement;
private bool isGrounded;
public InteractionInputData interactionInput;
#endregion
private void Awake()
{
animator = GetComponent<Animator>();
input = new MovementInput();
controller = GetComponent<CharacterController>();
input.KeyBoard.ASWD.performed += ctx =>
{
currentMovement = ctx.ReadValue<Vector2>();
movementPressed = currentMovement.x != 0 || currentMovement.y != 0;
};
}
private void Start()
{
interactionInput.Reset();
}
void GetInteractionInputData()
{
interactionInput.InteractedClicked = input.KeyBoard.Interact.ReadValue<float>() > 0.1f;
interactionInput.InteractedReleased = input.KeyBoard.Interact.ReadValue<float>() == 0f;
}
private void Update()
{
LocoMotion();
Grav();
Interact();
GetInteractionInputData();
}
void Grav()
{
isGrounded = Physics.CheckSphere(ground.position, distanceToGround, groundMask);
if (isGrounded && velocity.y<0)
{
velocity.y = -2f;
}
velocity.y += gravity * Time.deltaTime;
controller.Move(velocity * Time.deltaTime);
}
void Interact()
{
}
void LocoMotion()
{
tempCurrentMovement=Vector2.SmoothDamp(tempCurrentMovement, currentMovement, ref smoothinMovement, smoothInputSpeed);
Vector3 movement = (tempCurrentMovement.y * transform.forward) + (tempCurrentMovement.x * transform.right);
WalkAnimation();
controller.Move(movement * speed * Time.deltaTime);
}
void WalkAnimation()
{
animator.SetBool("WalkingHush", movementPressed);
}
private void OnEnable()
{
input.KeyBoard.ASWD.Enable();
input.KeyBoard.Interact.Enable();
}
private void OnDisable()
{
input.KeyBoard.ASWD.Enable();
input.KeyBoard.Interact.Enable();
}
}
//
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
namespace th
{
public class InteractionController : MonoBehaviour
{
#region Variables
[Header("Data")]
public InteractionData interactionData;
public InteractionInputData interactionInputData;
[Space]
[Header("RaySetting's")]
public float rayDistance;
public float raySphereRadius;
public LayerMask interactableLayer;
#endregion
#region Private
private Camera m_cam;
private bool m_interacting;
private float m_holderTimer = 0.0f;
#endregion
#region BuildIn
private void Awake()
{
m_cam = FindObjectOfType<Camera>();
}
private void Update()
{
CheckForInteractable();
CheckForInteractableInput();
}
#endregion
#region Crafted Methodds
void CheckForInteractable()
{
Ray _ray = new Ray(m_cam.transform.position, m_cam.transform.forward);
RaycastHit _hitInfo;
bool _hitSomething = Physics.SphereCast(_ray, raySphereRadius, out _hitInfo,
rayDistance,interactableLayer);
if (_hitSomething)
{
InteractableBase _interactable = _hitInfo.transform.GetComponent<InteractableBase>();
if (_interactable != null)
{
if (interactionData.isEmpty())
{
interactionData.Interactable = _interactable;
}
else
{
if (!interactionData.IsSameInteractible(_interactable))
interactionData.Interactable = _interactable;
}
}
}
else
{
interactionData.ResetData();
}
Debug.DrawRay(_ray.origin, _ray.direction * rayDistance, _hitSomething ? Color.green : Color.red);
}
void CheckForInteractableInput()
{
if (interactionData.isEmpty())
{
return;
}
if (interactionInputData.InteractedClicked)
{
m_interacting = true;
m_holderTimer = 0f;
}
if (interactionInputData.InteractedReleased)
{
m_interacting = false;
m_holderTimer = 0f;
}
if (m_interacting)
{
if (!interactionData.Interactable.IsInteractible)
return;
if (interactionData.Interactable.HoldInteract)
{
m_holderTimer += Time.deltaTime;
Debug.Log(m_holderTimer);
if (m_holderTimer >= interactionData.Interactable.holdDuration)
{
interactionData.Interact();
m_interacting = false;
}
}
else
{
interactionData.Interact();
m_interacting = false;
}
}
}
#endregion
}
}
///
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace th
{
[CreateAssetMenu(fileName ="Interaction Data",menuName = "InteractionSystem/InteractionData")]
public class InteractionData : ScriptableObject
{
private InteractableBase m_interactible;
public InteractableBase Interactable
{
get => m_interactible;
set => m_interactible = value;
}
public void Interact()
{
m_interactible.OnInteract();
ResetData();
}
public bool IsSameInteractible(InteractableBase _newInteractible) => m_interactible == _newInteractible;
public bool isEmpty() => m_interactible == null;
public void ResetData()=> m_interactible = null;
}
}
//
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[CreateAssetMenu(fileName = "InteractionInputData", menuName = "InteractionSystem/InputData")]
public class InteractionInputData : ScriptableObject
{
private bool m_interactedClicked;
private bool m_interactRelease;
public bool InteractedClicked
{
get => m_interactedClicked;
set => m_interactedClicked = value;
}
public bool InteractedReleased
{
get => m_interactRelease;
set => m_interactRelease = value;
}
public void Reset()
{
m_interactedClicked = false;
m_interactRelease = false;
}
}
//
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace th
{
public interface IInteractible
{
float HoldDurration { get; }
bool HoldInteract { get; }
bool MultipleUse { get;}
bool IsInteractible { get; }
void OnInteract();
}
}
//
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace th{
public class InteractableBase : MonoBehaviour,IInteractible
{
#region Variables
[Header("Interactible Settings")]
public float holdDuration;
[Space]
public bool holdInteract;
public bool multipleUse;
public bool isInteractible;
#endregion
#region Properties
public float HoldDurration => holdDuration;
public bool HoldInteract => holdInteract;
public bool MultipleUse => multipleUse;
public bool IsInteractible => isInteractible;
#endregion
#region Methods
public void OnInteract()
{
Debug.Log("Interacted: " + gameObject.name);
}
#endregion
}
}
Well without parsing through your entire code:
once
HoldingDownTimer >= 5
is true you still keep adding more time in the next frame so the condition is still true in the next frame => you will keep calling it all the following frames as well.
You could introduce a flag somewhat like e.g.
private bool alreadyCalled;
and then
if(interacting)
{
if(!alreadyCalled)
{
HoldingDownTimer += Time.DeltaTime;
if(HoldingDownTimer >= 5)
{
alreadyCalled = true;
//Do your task;
}
}
}
else
{
alreadyCalled = false;
}
As far as I understood your code I think:
I found the issue in it actually you are checking if the 'm_holdTimer' >= 'holdDuration' then perform interaction and you are making it equal to 0 on click start and click end.
So it means if the player has continuously held the button then it will not reset 'm_holdTimer'... so it will continue to call the function recursively because player hasn't actually ended the click so there is not any single function which is reseting 'm_holdTimer' to 0. still if you didn't get my point just copy this function and paste it instead of your own and see if it works, if it do work then you can check the difference between line of code then you'll understand it for sure.
void CheckForInteractableInput()
{
if (interactionData.isEmpty())
{
return;
}
if (interactionInputData.InteractedClicked)
{
m_interacting = true;
m_holderTimer = 0f;
}
if (interactionInputData.InteractedReleased)
{
m_interacting = false;
m_holderTimer = 0f;
}
if (m_interacting)
{
if (!interactionData.Interactable.IsInteractible)
return;
if (interactionData.Interactable.HoldInteract)
{
m_holderTimer += Time.deltaTime;
Debug.Log(m_holderTimer);
if (m_holderTimer >= interactionData.Interactable.holdDuration)
{
m_holderTimer = 0f;
interactionData.Interact();
m_interacting = false;
}
}
else
{
interactionData.Interact();
m_interacting = false;
}
}
}
Hope it helps... Happy coding :)

First Person Shooter box collider problem

I'm creating a FPS game and I have the following issue:
Sometimes, when I shoot at the enemies the hit is not recognized, even if the player is shooting in front of them. However, when they attack the player, the hit is recognized normally.
They have a box collider and a rigidbody attached to them.
This script is attached to the player:
using System.Collections.Generic;
using UnityEngine;
public class DisparaArma : MonoBehaviour
{
private GerenciaArma gerenciaArma;
public float nDisparo = 15f;
private float TempoProximoDisparo;
public float damage = 20f;
private Animator ZoomCameraIn;
private bool zoomed;
private Camera Maincamera;
private GameObject mira;
// Start is called before the first frame update
void Start()
{
gerenciaArma = GetComponent<GerenciaArma>();
ZoomCameraIn = transform.Find(Tags.LOOK_ROOT).transform.Find(Tags.ZOOM_CAMERA).GetComponent<Animator>();
mira = GameObject.FindWithTag(Tags.MIRA);
Maincamera = Camera.main;
}
// Update is called once per frame
void Update()
{
Atira();
ZoomInAndOut();
}
void Atira()
{
if (Input.GetMouseButtonDown(0))
{
if(gerenciaArma.SelecionaArma().tipoBala == WeaponBulletType.BULLET)
{
gerenciaArma.SelecionaArma().AnimacaoTiro();
DisparaBala();
}
}
}
void ZoomInAndOut()
{
if (gerenciaArma.SelecionaArma().mira_tipo == TipoMira.AIM)
{
if (Input.GetMouseButtonDown(1))
{
ZoomCameraIn.Play(Animacoes.ZOOM_IN_ANIM);
// gerenciaArma.SelecionaArma().Aim(true);
mira.SetActive(false);
print("VaiZoom");
}
if (Input.GetMouseButtonUp(1))//
{
ZoomCameraIn.Play(Animacoes.ZOOM_OUT_ANIM);
//gerenciaArma.SelecionaArma().Aim(false);
mira.SetActive(true);
}
}
}
void DisparaBala()
{
RaycastHit hit;
if(Physics.Raycast(Maincamera.transform.position, Maincamera.transform.forward, out hit))
{
if (hit.transform.tag == Tags.ENEMY_TAG)
{
hit.transform.GetComponent<ScriptVida>().DanoAplicado(damage);
}
}
}
}
And this one is attached to the enemies:
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.AI;
public class ScriptVida : MonoBehaviour
{
private IndioAnimações indio_Anim;
private NavMeshAgent navAgent;
private IndioController indio_Controller;
public float vida = 100f;
public bool is_Player, is_Cannibal, is_Tiger;
private bool morto;
// Start is called before the first frame update
void Awake()
{
if (is_Tiger || is_Cannibal)
{
indio_Anim = GetComponent<IndioAnimações>();
indio_Controller = GetComponent<IndioController>();
navAgent = GetComponent<NavMeshAgent>();
}
if (is_Player)
{
}
}
public void DanoAplicado(float damage)
{
if (morto)
return;
vida -= damage;
if (is_Player)
{
}
if (is_Tiger || is_Cannibal)
{
if (indio_Controller.EnemyState == EnemyState.PATROL)
{
indio_Controller.chase_Distance = 50f;
}
}
if (vida <= 0)
{
JogadorMorre();
morto = true;
print(vida);
}
}
void JogadorMorre()
{
if (is_Cannibal)//
{
GetComponent<Animator>().enabled = false;
GetComponent<BoxCollider>().isTrigger = false;
GetComponent<Rigidbody>().AddTorque(-transform.forward * 50f);
indio_Controller.enabled = false;
navAgent.enabled = false;
indio_Anim.enabled = false;
}
if (is_Tiger)
{
GetComponent<Animator>().enabled = false;
GetComponent<BoxCollider>().isTrigger = false;
GetComponent<Rigidbody>().AddTorque(-transform.forward * 50f);
indio_Controller.enabled = false;
navAgent.enabled = false;
indio_Anim.enabled = false;
}
if (is_Player)
{
GameObject[] enemies = GameObject.FindGameObjectsWithTag(Tags.ENEMY_TAG);
for (int i = 0; i < enemies.Length; i++)
{
enemies[i].GetComponent<IndioController>().enabled = false;
}
GetComponent<Movimentação>().enabled = false;
GetComponent<DisparaArma>().enabled = false;
GetComponent<GerenciaArma>().SelecionaArma().gameObject.SetActive(false);
}
if (tag == Tags.PLAYER_TAG)
{
Invoke("RestartGame", 3f);
}
else
{
Invoke("TurnOffGameObject", 3f);
}
}
void RestartGame()
{
UnityEngine.SceneManagement.SceneManager.LoadScene("Gameplay");
}
void TurnOffGameObject()
{
gameObject.SetActive(false);
}
}
I think the problem is related to the box collider.
How could I solve this guys?

PauseMenu - FPS Camera still moves when in PauseMenu

Whenever I pause everything stops, that's how I want it to be, but the only thing that does not stop is the camera. I move my cursor the camera still follows. I want it to freeze. I am using the FPS Controller Asset in the asset store
using System.Collections;
using System.Collections.Generic;
using UnityStandardAssets.Characters.FirstPerson;
using UnityEngine;
using UnityEngine.SceneManagement;
public class PauseMenu : MonoBehaviour
{
public static bool GameIsPaused = false;
static bool IsPaused = false;
public GameObject pauseMenuUI;
// Update is called once per frame
void Update()
{
if (Input.GetKeyDown(KeyCode.Escape))
{
if (GameIsPaused)
{
Resume();
} else
{
Pause();
}
}
}
public void Resume()
{
pauseMenuUI.SetActive(false);
Time.timeScale = 1f;
AudioListener.pause = false;
GameIsPaused = false;
}
void Pause()
{
pauseMenuUI.SetActive(true);
Time.timeScale = 0f;
AudioListener.pause = true;
GameIsPaused = true;
}
public void LoadMenu()
{
Time.timeScale = 1f;
SceneManager.LoadScene("Menu");
}
public void QuitGame()
{
Debug.Log("Exiting Game");
Application.Quit();
}
}
Get the reference to the Character Controller Script and then disable it:
mycharfpscon.enabled = false;
And then enabble it back:
mycharfpscon.enabled = true;

How I call the ShootingSettings method from the Update only when there are changes?

using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
public class ShootingManager : MonoBehaviour
{
[Header("Main")]
public float launchForce = 700f;
public bool automaticFire = false;
public float bulletDestructionTime;
[Space(5)]
[Header("Slow Down")]
public float maxDrag;
public float bulletSpeed;
public bool bulletsSlowDown = false;
public bool overAllSlowdown = false;
[Range(0, 1f)]
public float slowdownAll = 1f;
private List<GameObject> shooters = new List<GameObject>();
private List<Shooting> shootingScripts = new List<Shooting>();
// Start is called before the first frame update
void Start()
{
shooters.AddRange(GameObject.FindGameObjectsWithTag("Shooter").ToList());
ShootingSettings();
}
// Update is called once per frame
void Update()
{
}
private void ShootingSettings()
{
for (int i = 0; i < shooters.Count; i++)
{
shootingScripts.Add(shooters[i].GetComponent<Shooting>());
shooters[i].GetComponent<Shooting>().launchForce = launchForce;
shooters[i].GetComponent<Shooting>().automaticFire = automaticFire;
shooters[i].GetComponent<Shooting>().bulletDestructionTime = bulletDestructionTime;
shooters[i].GetComponent<Shooting>().maxDrag = maxDrag;
shooters[i].GetComponent<Shooting>().bulletSpeed = bulletSpeed;
shooters[i].GetComponent<Shooting>().bulletsSlowDown = bulletsSlowDown;
shooters[i].GetComponent<Shooting>().overAllSlowdown = overAllSlowdown;
shooters[i].GetComponent<Shooting>().slowdownAll = slowdownAll;
}
}
}
If I will call the ShootingSettings from the Update it will keep making loop all the time. Is that right depending on performance ? Or should I make some IF's and call the method only when one of the settings has changed somehow ?
I have some objects in the hierarchy with the same script attached to it :
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Shooting : MonoBehaviour
{
[Header("Main")]
public Rigidbody bulletPrefab;
public float launchForce = 700f;
public bool automaticFire = false;
public float bulletDestructionTime;
[Space(5)]
[Header("Slow Down")]
public float maxDrag;
public float bulletSpeed;
public bool bulletsSlowDown = false;
public bool overAllSlowdown = false;
[Range(0, 1f)]
public float slowdownAll = 1f;
private List<Transform> firePoints = new List<Transform>();
private Animator anim;
private void Start()
{
GatherAllChilds(transform);
if (anim != null)
{
anim.SetBool("Shooting", true);
}
}
public void Update()
{
if (overAllSlowdown == true)
{
Time.timeScale = slowdownAll;
}
if (firePoints.Count > 0 && anim != null)
{
for (int i = 0; i < firePoints.Count; i++)
{
if (isAnimationStatePlaying(anim, 0, "AIMING") == true)
{
if (Input.GetButtonDown("Fire1") && automaticFire == false)
{
if (anim.GetBool("Shooting") == true)
{
anim.Play("SHOOTING");
LaunchProjectile(firePoints[i]);
}
}
else if (Input.GetButtonDown("Fire1") && automaticFire == true)
{
automaticFire = false;
}
else
{
if (Input.GetButtonDown("Fire2"))
{
automaticFire = true;
}
if (automaticFire == true)
{
anim.Play("SHOOTING");
LaunchProjectile(firePoints[i]);
}
}
}
}
}
}
private void LaunchProjectile(Transform firePoint)
{
Rigidbody projectileInstance = Instantiate(
bulletPrefab,
firePoint.position,
firePoint.rotation);
projectileInstance.AddForce(new Vector3(0, 0, 1) * launchForce);
if (bulletsSlowDown == true)
{
if (projectileInstance != null)
{
StartCoroutine(AddDrag(maxDrag, bulletSpeed, projectileInstance));
}
}
if ((automaticFire == true || automaticFire == false) && bulletsSlowDown == false)
{
projectileInstance.gameObject.AddComponent<BulletDestruction>().destructionTime = bulletDestructionTime;
projectileInstance.gameObject.GetComponent<BulletDestruction>().Init();
}
}
IEnumerator AddDrag(float maxDrag, float bulletSpeed, Rigidbody rb)
{
if (rb != null)
{
float current_drag = 0;
while (current_drag < maxDrag)
{
current_drag += Time.deltaTime * bulletSpeed;
rb.drag = current_drag;
yield return null;
}
rb.velocity = Vector3.zero;
rb.angularVelocity = Vector3.zero;
rb.drag = 0;
rb.gameObject.AddComponent<BulletDestruction>().destructionTime = bulletDestructionTime;
rb.gameObject.GetComponent<BulletDestruction>().Init();
}
}
bool isAnimationStatePlaying(Animator anim, int animLayer, string stateName)
{
if (anim.GetCurrentAnimatorStateInfo(animLayer).IsName(stateName))
return true;
else
return false;
}
private void GatherAllChilds(Transform parent)
{
for (int i = 0; i < parent.childCount; i++)
{
if (parent.GetChild(i).name == "Sci-Fi_Soldier")
{
anim = parent.GetChild(i).GetComponent<Animator>();
}
if (parent.GetChild(i).tag == "Fire Point")
{
firePoints.Add(parent.GetChild(i));
}
GatherAllChilds(parent.GetChild(i));
}
}
}
Now this Shooting script effect each individual object when changing the setting also when the game is running.
I want to use now the ShootingManager script to control and effect and change settings on all over the Shooting scripts at once at the same time in real time also when the game is running.
What the other answer does not cover is syncing those changes when you make them live in the UnityEditor (Inspector) e.g. for fine tuning them.
It sounds like the perfect use case for ScriptableObject
[CreateAssetMenu (fileName = "new ShootingSettings", menuName = "ShootingSettings")]
public class ShootingSettings : ScriptableObject
{
[Header("Main")]
public float launchForce = 700f;
public bool automaticFire = false;
public float bulletDestructionTime;
[Space(5)]
[Header("Slow Down")]
public float maxDrag;
public float bulletSpeed;
public bool bulletsSlowDown = false;
public bool overAllSlowdown = false;
[Range(0, 1f)]
public float slowdownAll = 1f;
}
Create an instance by right click in the Assets -> Create -> ShootingSettings and give it a name.
Now change your Shooting class and the manager class instead have a
public ShootingSettings settings;
So from the manager use FindObjectsOfType which btw is way more efficient than using FindObjectsWithTag and multiple times GetComponent!
private void Awake()
{
// This is way more efficient than using find and GetComponent over and over again
foreach(var shooting in FindObjectsOfType<Shooting>())
{
shooting.settings = settings;
}
}
Now reference the asset you created before to the settings field of the manager script.
From now on any change you make to that created asset will be applied to all settings of all Shootig instances. So all that's left to do is change your Shooting script to use those settings instead ;)
Alternatively you could do the same thing actually also without ScriptableObject by simply having the class
[Serializable]
public class ShootingSettings
{
[Header("Main")]
public float launchForce = 700f;
public bool automaticFire = false;
public float bulletDestructionTime;
[Space(5)]
[Header("Slow Down")]
public float maxDrag;
public float bulletSpeed;
public bool bulletsSlowDown = false;
public bool overAllSlowdown = false;
[Range(0, 1f)]
public float slowdownAll = 1f;
}
instead. In this case you can make all settings directly in the manager class. Since all Shooting instances will then use the same instance reference every later change to the settings in the manager are done on the same settings Instance all your components share.
=> You wouldn't need any method nor event for getting the settings updated everywhere :)
Typed on smartphone so no warranty but I hope the idea gets clear
Its always better to call something as an event when it should work like one, in this case it doesn`t look like it needs to be in the update.
The thing is, where is your change coming from?
You could make ShootingSettings(); public and call it whenever you are changing it. Does it solve your problem?
Also, here are some suggestions
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
public class ShootingManager : MonoBehaviour
{
[Header("Main")]
public float launchForce = 700f;
public bool automaticFire = false;
public float bulletDestructionTime;
[Space(5)]
[Header("Slow Down")]
public float maxDrag;
public float bulletSpeed;
public bool bulletsSlowDown = false;
public bool overAllSlowdown = false;
[Range(0, 1f)]
public float slowdownAll = 1f;
//Making it public so you can drag and drop the
//references in the inspector
public List<Shooting> shooters;
// Start is called before the first frame update
void Start()
{
ShootingSettings();
}
// Update is called once per frame
void Update()
{
}
public void ShootingSettings()
{
for (int i = 0; i < shooters.Count; i++)
{
shooters[i].launchForce = launchForce;
shooters[i].automaticFire = automaticFire;
shooters[i].bulletDestructionTime = bulletDestructionTime;
shooters[i].maxDrag = maxDrag;
shooters[i].bulletSpeed = bulletSpeed;
shooters[i].bulletsSlowDown = bulletsSlowDown;
shooters[i].overAllSlowdown = overAllSlowdown;
shooters[i].slowdownAll = slowdownAll;
}
}
}
In the current code shootingScripts doesn't have a use.
shooters can be a list of Shooting, this way you don't need to do a GetComponent every time you want to acess it's script. and you still have the gameObject reference in case you need.
you could turn the Shooting list public and reference it
If you still want to use FindGameObjectsWithTag you can use this, but it can throw an error if any gameObject with Shooter tag doesnt have a Shooting script attached to it.
Edit: As #derHugo suggested is his answer, FindObjectsOfType is a better choice than finding it by tag.
Without using System.Linq
private List<Shooting> shooters;
void Start() {
Shooting[] shooterObjects = FindObjectsOfType<Shooting>();
shooters = new List<Shooting>(shooterObjects.Length);
for (int i = 0; i < shooterObjects.Length; i++)
{
shooters[i] = shooterObjects[i];
}
ShootingSettings();
}
Using System.Linq
private List<Shooting> shooters;
void Start() {
shooters = FindObjectsOfType<Shooting>().ToList();
ShootingSettings();
}
If you want it to work in the editor (for tests purpose) you can do this. This will only work in the editor. if you want to update in runtime you need to call ShootingSettings(); when you are making changes.
void Update()
{
#if UNITY_EDITOR
ShootingSettings();
#endif
}

Player not moving to all waypoints.

Enemy character not moving to the 3rd waypoint. After moving to waypoint 2 it just stops and the idle animation plays. The character has a NavMeshAgent on it and it looks like the destination reached event is not being triggered when he gets to the waypoint. If anyone has had a situation like this before I would appreciate any information possible. I have been trying to figure out whats wrong for a few hours now and am starting to think it might not be any of the scripts.
here is the waypoint controller
using UnityEngine;
using UnityEngine.AI;
public class WaypointController : MonoBehaviour {
Waypoints[] waypoints;
public Transform target;
//NavMeshPath path;
int currentWaypointIndex = -1;
//private NavMeshAgent agent;
//EnemyCharacter enemy;
public event System.Action<Waypoints> OnWaypointChanged;
// Use this for initialization
void Awake () {
waypoints = GetWaypoints();
}
public void SetNextWaypoint() {
if (currentWaypointIndex != waypoints.Length)
currentWaypointIndex++;
if (currentWaypointIndex == waypoints.Length)
currentWaypointIndex = 0;
if (OnWaypointChanged != null)
OnWaypointChanged(waypoints[currentWaypointIndex]);
//Debug.Log("OnWaypointChanged == null: " + (OnWaypointChanged == null));
//Debug.Log("OnWaypointChanged != null: " + (OnWaypointChanged != null));
}
Waypoints[] GetWaypoints()
{
return GetComponentsInChildren<Waypoints>();
}
private void OnDrawGizmos()
{
Gizmos.color = Color.red;
Vector3 previousWaypoint = Vector3.zero;
foreach (var waypoint in GetWaypoints())
{
Vector3 waypointPosition = waypoint.transform.position;
Gizmos.DrawWireSphere(waypointPosition, .2f);
if (previousWaypoint != Vector3.zero)
Gizmos.DrawLine(previousWaypoint, waypointPosition);
previousWaypoint = waypointPosition;
}
}
}
Here is the EnemyPatrolPoints script
using UnityEngine;
[RequireComponent(typeof(AI_PathFinder))]
public class EnemyPatrolPoints : MonoBehaviour {
[SerializeField]
WaypointController waypointController;
[SerializeField]
float waitTimeMin;
[SerializeField]
float waitTimeMax;
AI_PathFinder pathfinder;
private void Start()
{
waypointController.SetNextWaypoint();
}
private void Awake()
{
pathfinder = GetComponent<AI_PathFinder>();
pathfinder.OnDestinationReached += Pathfinder_OnDestinationReached;
waypointController.OnWaypointChanged += WaypointController_OnWaypointChanged;
}
private void WaypointController_OnWaypointChanged(Waypoints waypoint)
{
pathfinder.SetTarget(waypoint.transform.position);
print("waypoint changed");
}
private void Pathfinder_OnDestinationReached()
{
SealForce_GameManager.Instance.Timer.Add(waypointController.SetNextWaypoint, Random.Range(waitTimeMin, waitTimeMax));
print("destination reached");
}
}
Here is the AI Pathfinder script`
using UnityEngine;
using UnityEngine.AI;
[RequireComponent(typeof(NavMeshAgent))]
public class AI_PathFinder : MonoBehaviour
{
[HideInInspector]
public NavMeshAgent agent;
public EnemyPatrolPoints enemyPatrolPoints;
[SerializeField] float distanceRemainingThreshold;
bool m_destinationReached;
bool destinationReached
{
get
{ return m_destinationReached; }
set
{
m_destinationReached = value;
if (m_destinationReached)
{
if (OnDestinationReached != null)
OnDestinationReached();
}
}
}
public event System.Action OnDestinationReached;
void Start()
{
agent = GetComponent<NavMeshAgent>();
//enemyPatrolPoints = GetComponent<EnemyPatrolPoints>();
}
public void SetTarget(Vector3 target)
{
agent.SetDestination(target);
}
void Update()
{
if (destinationReached)
return;
if (agent.remainingDistance < distanceRemainingThreshold)
destinationReached = true;
}
}
The lines
if (agent.remainingDistance < distanceRemainingThreshold)
destinationReached = true;
are never reached as long as destinationReached is true because of
if (destinationReached)
return;
You are setting it to true after the first waypoint is reached and then never reset it to false so your Update is always skipped in the future.
You should add it e.g. to
public void SetTarget(Vector3 target)
{
agent.SetDestination(target);
destinationReached = false;
}

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