I am creating a clone of Billiards and I cannot work out how to stop the player from interacting with and launching the ball while it is still moving; below is my attempt. I have placed an if statement that checks whether the ball is moving on both the mouseDrag and mouseUp functions. I have also tried using isSleeping() but this caused the ball to not move at all.
If possible I would like to apply this method to all of the balls and not just the cue ball; so that all balls have to have stopped before any actions may happen. This is currently in my "player" script, if I should move it a GameManager script please let me know.
private void Update()
{
speed = rb.velocity.magnitude;
if (speed < 0.5)
{
rb.velocity = new Vector3(0, 0, 0);
}
}
void OnMouseDrag()
{
if (speed == 0)
{
mousePointB.GetComponent<SpriteRenderer>().enabled = true;
currDistance = Vector3.Distance(mousePointA.transform.position, transform.position);
if (currDistance <= 3f)
{
spaceLimit = currDistance;
}
else
{
spaceLimit = maxDistance;
}
shootPower = Mathf.Abs(spaceLimit) * shootPowervar;
Vector3 dimxy = mousePointA.transform.position - transform.position;
float difference = dimxy.magnitude;
mousePointB.transform.position = transform.position + ((dimxy / difference) * currDistance * -1);
mousePointB.transform.position = new Vector3(mousePointB.transform.position.x, mousePointB.transform.position.y, -0.8f);
shootDirection = Vector3.Normalize(mousePointA.transform.position - transform.position);
}
else
{
}
}
void OnMouseUp()
{
if (speed == 0)
{
mousePointB.GetComponent<SpriteRenderer>().enabled = false;
arrow.GetComponent<SpriteRenderer>().enabled = false;
circle.GetComponent<SpriteRenderer>().enabled = false;
Vector3 push = shootDirection * shootPower * -1;
GetComponent<Rigidbody2D>().AddForce(push, ForceMode2D.Impulse);
}
else
{
}
}
if your test speed == 0 is not functional, you could record the last position of the ball, and set a boolean isMoving = true, if actual position of ball is different thant the last, then record the lastposition and so on
Vector3 LastPosition;
bool isMoving;
void Update()
{
isMoving = BallPosition == LastPosition;
:
:
}
void OnMOuseDrag()
{
if(!isMoving) return;
}
void OnMOuseUp()
{
if(!isMoving) return;
}
Related
I am trying to move a GameObject along a path by stages. Conceptually a first script, connected to the controller, defines the path via a List of Vector3 and a second one connected to the object moves it. To move it first rotates to face the destination and then it simply moves by incrementing transform.position by small steps.
The problem is that once the first part of the path has been completed the rest seems to cancel out (the Count became 0) and the robot stops.
This only happens by giving the list from a second script, trying it with a pre-defined list in the same script works fine.
This is the motion code:
public List<Vector3> pathRover;
[SerializeField] private float roverSpeed;
[SerializeField] private float roverRotateSpeed;
private float dotto;
private bool isRotating = false;
private bool isLerping = false;
private Vector3 startPosition;
private Vector3 targetPosition;
private void FixedUpdate()
{
if (isRotating)
{
//To determine whether the robot faces the direction of movement
dotto = Vector3.Dot(transform.TransformDirection(Vector3.forward), (new Vector3(targetPosition.x, 0, targetPosition.z) - new Vector3(startPosition.x, 0, startPosition.z)).normalized);
if (dotto < 0.98f) // rotate until reached then move
{
transform.Rotate(0, Time.deltaTime * roverRotateSpeed, 0);
Debug.Log(dotto);
}
else
{
isLerping = true;
isRotating = false;
}
}
else if (isLerping)
{
var step = roverSpeed * Time.deltaTime;
transform.position = Vector3.MoveTowards(transform.position, targetPosition, step);
if (Vector3.Distance(transform.position, targetPosition) <= 1f)
{
NextStep();
}
}
}
public void StartMoving(List<Vector3> pathReceived)
{
if (pathReceived.Count > 1)
{
pathRover.Clear();
for (int i = 1; i < pathReceived.Count; i++)
{
pathRover.Add(pathReceived[i]);
}
startPosition = transform.position;
targetPosition = new Vector3(pathRover[0].x, pathRover[0].y + 0.7f, pathRover[0].z); //0.7f for the height of the rover from the ground
isRotating = true;
}
else
{
StopMoving();
}
}
public void StopMoving()
{
isRotating = false;
isLerping = false;
pathRover.Clear();
}
public void NextStep()
{
isLerping = false;
StartMoving(pathRover);
}
From the other script:
roverMover.StartMoving(percorsoList);
No error appears in the debug console, I don't know where I am wrong.
I guess the problem is you are starting the move right at the Start of the script but you call StartMoving after a while. You have to move only when StartMove is called.
public List<Vector3> pathRover;
[SerializeField] private float roverSpeed;
[SerializeField] private float roverRotateSpeed;
private float dotto;
private bool isRotating = false;
private bool isLerping = false;
private Vector3 startPosition;
private Vector3 targetPosition;
boolean startMove = false;
private void FixedUpdate()
{
if(startMove)
Move();
}
public void Move(){
if (isRotating)
{
//To determine whether the robot faces the direction of movement
dotto = Vector3.Dot(transform.TransformDirection(Vector3.forward), (new Vector3(targetPosition.x, 0, targetPosition.z) - new Vector3(startPosition.x, 0, startPosition.z)).normalized);
if (dotto < 0.98f) // rotate until reached then move
{
transform.Rotate(0, Time.deltaTime * roverRotateSpeed, 0);
Debug.Log(dotto);
}
else
{
isLerping = true;
isRotating = false;
}
}
else if (isLerping)
{
var step = roverSpeed * Time.deltaTime;
transform.position = Vector3.MoveTowards(transform.position, targetPosition, step);
if (Vector3.Distance(transform.position, targetPosition) <= 1f)
{
NextStep();
}
}
}
public void StartMoving(List<Vector3> pathReceived)
{
startMove= true;
if (pathReceived.Count > 1)
{
pathRover.Clear();
for (int i = 1; i < pathReceived.Count; i++)
{
pathRover.Add(pathReceived[i]);
}
startPosition = transform.position;
targetPosition = new Vector3(pathRover[0].x, pathRover[0].y + 0.7f, pathRover[0].z); //0.7f for the height of the rover from the ground
isRotating = true;
}
else
{
StopMoving();
}
}
public void StopMoving()
{
isRotating = false;
isLerping = false;
pathRover.Clear();
}
public void NextStep()
{
isLerping = false;
StartMoving(pathRover);
}
I'm making a ladder for my Unity game. Nothing much happens when you hover over it (that's normal). I want to freeze gravity by setting gravityscale 0 whenever the up arrow key is pressed (or w). Thankfully that works. Unfortunately though whenever I go down, gravity is still 0 but somehow my character falls back to the ground.
Here's my player code. Sorry the formatting is very bad; I just deleted the things that didn't have to do with ladders so you won't read irrelevant details.
// ladder
public float climb;
public float climbspeed;
public float gravitystore;
public bool laddered;
public GameObject laddercheck;
public float upaxis;
public xpositionladdercheck ladderx;
// Start is called before the first frame update
void Start()
{
ladderx = FindObjectOfType<xpositionladdercheck>();
jumptimecounter = Jumptime;
jumpscriptbetter = FindObjectOfType<BetterJump>();
gameover = false;
respawnscreen = FindObjectOfType<RespawnIntermission>();
lives = 5;
atkindex = FindObjectOfType<attackindex>();
scale =transform.localScale;
basicattackscript = FindObjectOfType<BasicAttack>();
basicattacksupply = 0;
rb = GetComponent<Rigidbody2D>();
gravitystore = rb.gravityScale;
}
// Update is called once per frame
private void Update()
{
horimove = Input.GetAxis("Horizontal");
if (isDead == false)
{
upaxis = Input.GetAxis("Vertical");
anim.SetFloat("run", Mathf.Abs(horimove));
if (Input.GetKeyDown(KeyCode.Space) && laddered)
{
jumpladder();
}
anim.SetFloat("run", Mathf.Abs(horimove));
if (laddered && Mathf.Abs(upaxis) > .01)
{
rb.gravityScale = 0;
climbm();
} else if (!laddered)
{
rb.gravityScale = gravitystore;
}
if (laddered&&Input.GetKeyDown(KeyCode.Space))
{
StartCoroutine("jumpable");
}
rb.velocity = new Vector2(speed * horimove * Time.fixedDeltaTime, rb.velocity.y);
if (Input.GetKey(KeyCode.Space) && OnGround)
{
jump();
}
}
}
IEnumerator jumpable()
{
laddercheck.SetActive(false);
yield return new WaitForSeconds(.8f);
laddercheck.SetActive(true);
}
void climbm()
{
if (laddered)
{
if (upaxis > .1f) {
} else if (!laddered)
{
rb.constraints = RigidbodyConstraints2D.FreezeRotation;
}
rb.velocity = Vector2.up * climbspeed * upaxis *Time.deltaTime;
transform.position = new Vector2(ladderx.ladderxpos, rb.position.y);
// the ladder.x things is just a script that gets the x position of the ladder but it works well so ignore that.
}
}
public void jump()
{
}public void jumpladder()
{
if (Input.GetKeyDown(KeyCode.Space))
{
rb.AddForce(Vector2.up * jumpforce * Time.fixedDeltaTime);
}
}
}
}
I set mass to the lowest (.0001) and still the same thing happens. I didn't include the ladderx position script or the sensing that I'm even on a ladder script but that's irrelevant to the question. It senses everything just fine and the xposition script works well as well.
I figured it out. For some reason I had to set the Physics2D.gravity to new Vector2 (0,0); whenever I climb the ladder. Then I made a vector 2 physgravity variable that stores the natural gravity and set it back to that whenever I leave the ladder.
public Vector2 physgravity;
physgravity = Physics2D.gravity;
Physics2D.gravity = new Vector2(0f, -9.81f);
private void Update()
{
if (!laddered)
{
Physics2D.gravity = new Vector2(0f, -9.81f);
}
____________________ (later on in the script)
if (laddered && Mathf.Abs(upaxis) > .01)
{
rb.gravityScale = 0;
Physics2D.gravity = new Vector2(0, 0);
rb.velocity = new Vector2(0, 0);
climbm();
I wrote a code for an enemy that, when he sees my character, will chase him. But when he sees my character and chases him, he goes through objects.There is a box collider 2D on it, but it moves with it. I've already tried everything, I don't know how to fix it. Can you please help fix
Here is my code:
void Start()
{
player = GameObject.FindGameObjectWithTag("Player").transform;
idleSpeed = speed;
barDelta = Vector3.Distance(parent.position, barPoint.position);
bar = UIManager.AddEnemy(this);
}
void Update()
{
if (Vector2.Distance(transform.position, point.position) < positionOfPatrol && angry == false)
{
idle = true;
}
if (Vector2.Distance(transform.position, player.position) < stoppingDistance)
{
angry = true;
idle = false;
goBack = false;
}
if (Vector2.Distance(transform.position, player.position) > stoppingDistance)
{
goBack = true;
angry = false;
}
if (idle == true)
{
Idle();
}
else if (angry == true)
{
Angry();
}
else if (goBack == true)
{
GoBack();
}
}
void Idle()
{
if (transform.position.x > point.position.x + positionOfPatrol)
{
moveingRight = false;
}
else if (transform.position.x < point.position.x - positionOfPatrol)
{
moveingRight = true;
}
if (moveingRight)
{
if (!facingRight) Flip();
facingRight = true;
transform.position = new Vector2(transform.position.x + speed * Time.deltaTime, transform.position.y);
}
else
{
if (facingRight) Flip();
facingRight = false;
transform.position = new Vector2(transform.position.x - speed * Time.deltaTime, transform.position.y);
}
}
void Angry()
{
transform.position = Vector2.MoveTowards(transform.position, player.position, speed * Time.deltaTime);
speed = idleSpeed + 1;
}
void GoBack()
{
transform.position = Vector2.MoveTowards(transform.position, point.position, speed * Time.deltaTime);
speed = idleSpeed;
}
}
You should try to use a rigidbody with the collider. The collider does not actually do physics, that is what the rigidbody is for. If you add a rigidbody and set its velocity instead of setting the transform's position, it will not only detect collisions with walls but it will stop moving and do all of the physics you would expect.
Hey guys my question is in the title. Basically when I press play everything is OK, the ball starts to go up without shaking, but when I start swiping to change position it starts shaking.
I already tried different things like changing to FixedUpdate() or resetting the player, but it doesn't change. Btw there is no animation on the ball. Can you help me?
Here is the script with the swipe parameters :
public class Swipe : MonoBehaviour
{
private const float DEADZONE = 100.0f;
public static Swipe Instance { set; get; }
private bool tap, swipeLeft, swipeRight, swipeUp, swipeDown;
private Vector2 startTouch, swipeDelta;
public bool Tap { get { return tap; } }
public Vector2 SwipeDelta { get { return swipeDelta; } }
public bool SwipeLeft { get { return swipeLeft; } }
public bool SwipeRight { get { return swipeRight; } }
public bool SwipeUp { get { return swipeUp; } }
public bool SwipeDown { get { return swipeDown; } }
private void Awake()
{
Instance = this;
}
private void Update()
{
// Reseting all the booleans
tap = swipeLeft = swipeRight = swipeDown = swipeUp = false;
#region Stadalone Inputs
if (Input.GetMouseButtonDown(0))
{
tap = true;
startTouch = Input.mousePosition;
}
else if (Input.GetMouseButtonUp(0))
{
startTouch = swipeDelta = Vector2.zero;
}
#endregion
#region Mobile Inputs
if (Input.touches.Length != 0)
{
if (Input.touches[0].phase == TouchPhase.Began)
{
tap = true;
startTouch = Input.mousePosition;
}
else if (Input.touches[0].phase == TouchPhase.Ended || Input.touches[0].phase == TouchPhase.Canceled)
{
startTouch = swipeDelta = Vector2.zero;
}
}
#endregion
// Calculate The Distance
swipeDelta = Vector2.zero;
if (startTouch != Vector2.zero)
{
if (Input.touches.Length != 0)
{
swipeDelta = Input.touches[0].position - startTouch;
}
else if (Input.GetMouseButton(0))
{
swipeDelta = (Vector2)Input.mousePosition - startTouch;
}
}
// Did we cross the deadzone ?
if (swipeDelta.magnitude > DEADZONE)
{
// Which direction ?
float x = swipeDelta.x;
float y = swipeDelta.y;
if (Mathf.Abs(x) > Mathf.Abs(y))
{
// Left or Right
if (x < 0)
swipeLeft = true;
else
swipeRight = true;
}
else
{
// Up or Down
if (y < 0)
swipeDown = true;
else
swipeUp = true;
}
startTouch = swipeDelta = Vector2.zero;
}
}
}
And this the part of the script in Update() or (FixedUpdate(), it doesn't change anything) used to make it move one side or the other on the player :
// Gather the inputs in which tube we should be
if (Swipe.Instance.SwipeLeft)
MoveTube(false);
if (Swipe.Instance.SwipeRight)
MoveTube(true);
// Calculate where we should be in the future
Vector3 targetPosition = transform.position.y * Vector3.up;
if (desiredTube == 0)
targetPosition += Vector3.left * TUBE_DISTANCE;
else if (desiredTube == 2)
targetPosition += Vector3.right * TUBE_DISTANCE;
// Let's calculate our move delta
Vector3 moveVector = Vector3.zero;
moveVector.x = (targetPosition - transform.position).normalized.x * speed;
moveVector.y = speed;
// Move the ball
controller.Move(moveVector * Time.deltaTime);
}
private void MoveTube(bool goingRight)
{
desiredTube += (goingRight) ? 1 : -1;
desiredTube = Mathf.Clamp(desiredTube, 0, 2);
}
I believe you may be having issue here:
// Gather the inputs in which tube we should be
if (Swipe.Instance.SwipeLeft)
MoveTube(false);
if (Swipe.Instance.SwipeRight)
MoveTube(true);
Since Update() is invoked once per frame, this means this will be checked several times per second. So it may be changing the position of the player several times per second, giving this shaking effect you mention.
What you could try is to restrict the times the player can swipe per second.
private float SwipeRate = 0.1f;
private float NextSwipe = 0.0f;
Update(){
if (Swipe.Instance.SwipeLeft && Time.time > NextSwipe)
{
NextSwipe = Time.time+SwipeRate;
MoveTube(false);
}
if (Swipe.Instance.SwipeRight && Time.time > NextSwipe)
{
NextSwipe = Time.time+SwipeRate;
MoveTube(true);
}
}
Edit:
private void MoveTube(bool goingRight)
{
desiredTube += (goingRight) ? 1 : -1;
desiredTube = Mathf.Clamp(desiredTube, 0, 2);
// Calculate where we should be in the future
Vector3 targetPosition = transform.position.y * Vector3.up;
if (desiredTube == 0)
targetPosition += Vector3.left * TUBE_DISTANCE;
else if (desiredTube == 2)
targetPosition += Vector3.right * TUBE_DISTANCE;
// Let's calculate our move delta
Vector3 moveVector = Vector3.zero;
moveVector.x = (targetPosition - transform.position).normalized.x * speed;
moveVector.y = speed;
// Move the ball
controller.Move(moveVector * Time.deltaTime);
}
I found how to solve the problem. So basically I was using the same speed variable to move my ball on the x and y axis and it seems that it created some “switch problem” for unity. So I just created 2 different variables for the speed and I solved the bug like this.
I'm working on a project where I'm trying to make my character move by jumping at an angle. Right now during the frame updates, the character will pivot back and forth and when the right key is pressed, they will jump. This code causes them to jump at an angle, but they always return to their original position.
Additionally, I have two characters who start on opposite sides of the stage, but when I start the game they teleport to the same position. I've spent a lot of time reviewing my code but I can't seem to get this to work. Any help you can provide?
using UnityEngine;
using System.Collections;
public class Freg : MonoBehaviour {
public GameObject Tounge;
public float gravity;
public float tempScale = 1;
public float MaxJump = 8f;
public float MinJump = 0.1f;
static float yVector = 0;
static float xVector = 0;
static bool grounded = true;
bool isleft = false;
Vector3 farthestleft;
Vector3 farthestright;
// Use this for initialization
void Start () {
farthestleft = new Vector3 (-33.7f, 50.2f, 24.8f);
farthestright = new Vector3 (22.56f, 54.83f, -15.12f);
}
void OnTriggerEnter (Collider other) {
if (other.GetComponent<Collider> ().tag == "Ground") {
grounded = true;
yVector = 0;
//xVector = 0;
Vector3 onGround = new Vector3 (transform.position.x, -4.86f, transform.position.z);
transform.position = onGround;
} else
grounded = false;
}
// Update is called once per frame
void Update () {
/*if (Input.GetKey (KeyCode.UpArrow) == true) {
Tounge.transform.localScale.Set (1, 0.5f, 1);
} else {
Tounge.transform.localScale.Set (1, 1, 1);
}*/
if (grounded == false) {
yVector -= gravity;
}
if (Input.GetKeyDown (KeyCode.UpArrow) == true && grounded == true) {
MinJump += 0.5f;
} else if (MinJump > 0.1f){
yVector += MinJump;
xVector += MinJump;
MinJump = 0.1f;
grounded = false;
}
Vector3 stuff = new Vector3 (transform.localPosition.y + xVector, transform.position.y + yVector, transform.position.z);
transform.position = stuff;
float t = Mathf.PingPong (Time.time * 0.5f * 2.0f, 1.0f);
transform.eulerAngles = Vector3.Lerp (farthestright, farthestleft, t);
}
}
it looks like you should update the current position during the if statements, rather than after that way on each update, the actual position is moving based on the decision rather than just the end of the loop.