Why do objects move apart, although they should move toward each other? - c#

I'm tired...
I'm tried to make a simple 2d planetary shooter and started from creating my own physic with Newton's law of universal gravitation(something like that), but my code isn't working - bodies moves from each other, while they Colliders is colliding, and I don't know why.(even inertia)
So, I've tried to capy and paste code from another StackOverflow, but its not working too. Requesting some help!
https://imgur.com/qvnLxSk
using System.Collections.Generic;
using UnityEngine;
[RequireComponent(typeof(CircleCollider2D), typeof(CircleCollider2D))]
public class MassEffect : MonoBehaviour
{
//public GameObject player;
private float gRadius = 5f;
public float rotSpeed = 0.5f;
public float gravitation = 50f;
private HashSet<Rigidbody2D> affectedBodies = new HashSet<Rigidbody2D>();
private Rigidbody2D componentRigidbody;
private CircleCollider2D gTrigger;
private void Start()
{
componentRigidbody = GetComponent<Rigidbody2D>();
gTrigger = GetComponents<CircleCollider2D>()[1];
gTrigger.isTrigger = true;
gTrigger.radius = gRadius / transform.localScale.x;
}
private void OnTriggerEnter2D(Collider2D other)
{
var rbInRadius = other.GetComponent<Rigidbody2D>();
if (rbInRadius != null)
{
affectedBodies.Add(rbInRadius);
}
}
private void OnTriggerExit2D(Collider2D other)
{
var rbInRadius = other.GetComponent<Rigidbody2D>();
if (rbInRadius != null)
{
affectedBodies.Remove(rbInRadius);
}
}
private void FixedUpdate()
{
transform.Rotate(Vector3.forward * rotSpeed);
foreach (var objectInVicinity in affectedBodies)
{
if (objectInVicinity == null)
{
affectedBodies.Remove(objectInVicinity);
break;
}
float dist = Vector2.Distance(transform.position, objectInVicinity.transform.position);
float gravitationFactor = 1 - dist / gRadius;
Vector2 force = (transform.position - objectInVicinity.transform.position).normalized * gravitation * gravitationFactor;
objectInVicinity.AddForce(force);
}
}
void OnDrawGizmos()
{
Gizmos.color = Color.red;
Gizmos.DrawWireSphere(transform.position, gRadius);
}
}

Related

CS1001 Identifier Expected in Unity

Basically I've been trying fix this error for ages so I can actually look at thee game in play mode. It is a script for enemy AI who will chase the player around.
The error is at (90,32) which is attempting to transform the enemys vision when they attack the player
The line that is creating the issue is transform LookAt(player);
Any help would be much appreciated.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.AI;
public class EnemyAI : MonoBehaviour
{
public NavMeshAgent agent;
public Transform player;
public LayerMask whatIsGround, whatIsPlayer;
public int Damage = 5;
//Patrolling
public Vector3 walkPoint;
bool walkPointSet;
public float walkPointRange;
//Attacking
public float timeBetweenAttacks;
bool alreadyAttacked;
//States
public float sightRange, attackRange;
public bool playerInSightRange, playerInAttackRange;
private void Awake()
{
player = GameObject.Find("player").transform;
agent = GetComponent<NavMeshAgent>();
}
private void Update()
{
//Check for attack and sight range
playerInSightRange = Physics.CheckSphere(transform.position, sightRange, whatIsPlayer);
playerInAttackRange = Physics.CheckSphere(transform.position, attackRange, whatIsPlayer);
if (!playerInSightRange && !playerInAttackRange) Patrolling();
if (playerInSightRange && !playerInAttackRange) ChasePlayer();
if (playerInSightRange && playerInAttackRange) AttackPlayer();
}
private void Patrolling()
{
if (!walkPointSet) SearchWalkPoint();
if (walkPointSet)
agent.SetDestination(walkPoint);
Vector3 distanceToWalkPoint = transform.position - walkPoint;
//when walkpoint is reached
if (distanceToWalkPoint.magnitude < 1f)
walkPointSet = false;
}
private void SearchWalkPoint()
// Will calculate and random point on the x and z axis
{
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()
{
agent.SetDestination(player.position);
}
private void AttackPlayer()
{
agent.SetDestination(transform.position);
transform LookAt(player);
if (!alreadyAttacked)
{
alreadyAttacked = true;
invoke(nameof(ResetAttack), timeBetweenAttacks);
}
}
private void ResetAttack()
{
alreadyAttacked = false;
}
void OnTriggerEnter(Collider other)
{
Debug.Log("Collison");
if (other.gameObject.tag == "player")
{
if (other.gameObject.GetComponent<Health>() == true)
{
other.gameObject.GetComponent<Health>().TakeDamage(Damage);
}
}
}
}
Identifier Expected in Unity
Means the syntax is incorrect, meaning you've written incorrect code.
transform LookAt(player);
should be
transform.LookAt(player);
whitespace ( ) is not an operator or identifier, and does nothing to the transform. In order to access the properties/methods of the GameObject's transform, you use a dot (.). In this case, you're accessing the transform's LookAt method.
There will be a error:
Change: invoke(nameof(ResetAttack), timeBetweenAttacks); => Invoke(nameof(ResetAttack), timeBetweenAttacks);

Blend tree in animator controller how can I change between animations smooth?

This is a screenshot of the blend tree. The top first animation is idle and on the left side bottom there is a Forward and I added also a Forward parameter. This Forward controls the player's movement speed.
and with this script attached to the player, I'm controlling the Forward parameter and slow down the player movement.
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
public class PlayerSpaceshipAreaColliding : MonoBehaviour
{
public float rotationSpeed =250;
public float movingSpeed;
public float secondsToRotate;
public GameObject uiSceneText;
public TextMeshProUGUI textMeshProUGUI;
private float timeElapsed = 0;
private float lerpDuration = 3;
private float startValue = 1;
private float endValue = 0;
private float valueToLerp = 0;
private Animator playerAnimator;
private bool exitSpaceShipSurroundingArea = false;
private bool slowd = true;
private bool startRotatingBack = false;
private bool displayText = true;
private float desiredRot;
public float damping = 10;
private Rigidbody playerRigidbody;
// Start is called before the first frame update
void Start()
{
playerAnimator = GetComponent<Animator>();
playerRigidbody = GetComponent<Rigidbody>();
desiredRot = transform.eulerAngles.y;
}
// Update is called once per frame
void Update()
{
if (exitSpaceShipSurroundingArea)
{
if (slowd)
SlowDown();
if (playerAnimator.GetFloat("Forward") == 0)
{
slowd = false;
LockController.PlayerLockState(false);
if (displayText)
{
uiSceneText.SetActive(true);
if (textMeshProUGUI.text != "")
textMeshProUGUI.text = "";
textMeshProUGUI.text = "I can see something very far in the distance, but it's too long to walk by foot.";
StartCoroutine(UITextWait());
displayText = false;
}
}
}
}
IEnumerator UITextWait()
{
yield return new WaitForSeconds(5f);
textMeshProUGUI.text = "";
uiSceneText.SetActive(false);
startRotatingBack = true;
}
private void OnTriggerEnter(Collider other)
{
if (other.name == "CrashLandedShipUpDown")
{
exitSpaceShipSurroundingArea = false;
Debug.Log("Entered Spaceship Area !");
}
}
private void OnTriggerExit(Collider other)
{
if (other.name == "CrashLandedShipUpDown")
{
exitSpaceShipSurroundingArea = true;
Debug.Log("Exited Spaceship Area !");
}
}
private void SlowDown()
{
if (timeElapsed < lerpDuration)
{
valueToLerp = Mathf.Lerp(startValue, endValue, timeElapsed / lerpDuration);
playerAnimator.SetFloat("Forward", valueToLerp);
timeElapsed += Time.deltaTime;
}
playerAnimator.SetFloat("Forward", valueToLerp);
valueToLerp = 0;
}
}
The problem is when Forward gets to value 0 and the player stops its kind of jumping to the idle animation in the blend tree and not smooth changing to it.
The value of the idle animation (Changes animation speed) in the inspector I marked with a red circle was 1 like the rest but because it was kind of jumping to the idle I changed it to 0.5 but now the whole idle animation is playing too slow like in slow motion.
I'm not sure why it's jumping the change from the slow down to the idle is looks like it's cutting jumping to it and not smoothly change to the idle animation ?
The solution that worked for me.
Inside the script ThirdPersonUserControl instead of disabling the whole script like I'm doing in the line LockController.PlayerLockState(false); I just added a public static bool and by setting the bool to true it will avoid using the input's in the script :
The new bool variable is name stop :
using System;
using UnityEngine;
using UnityStandardAssets.CrossPlatformInput;
namespace UnityStandardAssets.Characters.ThirdPerson
{
[RequireComponent(typeof (ThirdPersonCharacter))]
public class ThirdPersonUserControl : MonoBehaviour
{
private ThirdPersonCharacter m_Character; // A reference to the ThirdPersonCharacter on the object
private Transform m_Cam; // A reference to the main camera in the scenes transform
private Vector3 m_CamForward; // The current forward direction of the camera
private Vector3 m_Move;
private bool m_Jump; // the world-relative desired move direction, calculated from the camForward and user input.
public static bool stop = false;
private void Start()
{
// get the transform of the main camera
if (Camera.main != null)
{
m_Cam = Camera.main.transform;
}
else
{
Debug.LogWarning(
"Warning: no main camera found. Third person character needs a Camera tagged \"MainCamera\", for camera-relative controls.", gameObject);
// we use self-relative controls in this case, which probably isn't what the user wants, but hey, we warned them!
}
// get the third person character ( this should never be null due to require component )
m_Character = GetComponent<ThirdPersonCharacter>();
}
private void Update()
{
if (!m_Jump)
{
m_Jump = CrossPlatformInputManager.GetButtonDown("Jump");
}
}
// Fixed update is called in sync with physics
private void FixedUpdate()
{
if (stop == false)
{
// read inputs
float h = CrossPlatformInputManager.GetAxis("Horizontal");
float v = CrossPlatformInputManager.GetAxis("Vertical");
bool crouch = Input.GetKey(KeyCode.C);
// calculate move direction to pass to character
if (m_Cam != null)
{
// calculate camera relative direction to move:
m_CamForward = Vector3.Scale(m_Cam.forward, new Vector3(1, 0, 1)).normalized;
m_Move = v * m_CamForward + h * m_Cam.right;
}
else
{
// we use world-relative directions in the case of no main camera
m_Move = v * Vector3.forward + h * Vector3.right;
}
#if !MOBILE_INPUT
// walk speed multiplier
if (Input.GetKey(KeyCode.LeftShift)) m_Move *= 0.5f;
#endif
// pass all parameters to the character control script
m_Character.Move(m_Move, crouch, m_Jump);
m_Jump = false;
}
}
}
}
Then in my script, the player is slow down stop and then not moving and it's changing smoothly to the idle animation because it's doing it already in the blend tree the problem is not with the blend tree but was with the way I tried to lock the player from moving.
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityStandardAssets.Characters.ThirdPerson;
public class PlayerSpaceshipAreaColliding : MonoBehaviour
{
public float rotationSpeed =250;
public float movingSpeed;
public float secondsToRotate;
public GameObject uiSceneText;
public TextMeshProUGUI textMeshProUGUI;
private float timeElapsed = 0;
private float lerpDuration = 3;
private float startValue = 1;
private float endValue = 0;
private float valueToLerp = 0;
private Animator playerAnimator;
private bool exitSpaceShipSurroundingArea = false;
private bool slowd = true;
private bool startRotatingBack = false;
private bool displayText = true;
public float damping = 10;
private Quaternion playerRotation;
// Start is called before the first frame update
void Start()
{
playerAnimator = GetComponent<Animator>();
}
// Update is called once per frame
void Update()
{
if (exitSpaceShipSurroundingArea)
{
if (slowd)
SlowDown();
if (playerAnimator.GetFloat("Forward") == 0)
{
slowd = false;
ThirdPersonUserControl.stop = true;
if (displayText)
{
uiSceneText.SetActive(true);
if (textMeshProUGUI.text != "")
textMeshProUGUI.text = "";
textMeshProUGUI.text = "I can see something very far in the distance, but it's too long to walk by foot.";
StartCoroutine(UITextWait());
displayText = false;
}
}
if (startRotatingBack)
{
transform.rotation = Quaternion.RotateTowards(transform.rotation, playerRotation, rotationSpeed * Time.deltaTime);
}
}
}
IEnumerator UITextWait()
{
yield return new WaitForSeconds(5f);
textMeshProUGUI.text = "";
uiSceneText.SetActive(false);
startRotatingBack = true;
}
private void OnTriggerEnter(Collider other)
{
if (other.name == "CrashLandedShipUpDown")
{
exitSpaceShipSurroundingArea = false;
Debug.Log("Entered Spaceship Area !");
}
}
private void OnTriggerExit(Collider other)
{
if (other.name == "CrashLandedShipUpDown")
{
playerRotation = transform.rotation;
exitSpaceShipSurroundingArea = true;
Debug.Log("Exited Spaceship Area !");
}
}
private void SlowDown()
{
if (timeElapsed < lerpDuration)
{
valueToLerp = Mathf.Lerp(startValue, endValue, timeElapsed / lerpDuration);
playerAnimator.SetFloat("Forward", valueToLerp);
timeElapsed += Time.deltaTime;
}
playerAnimator.SetFloat("Forward", valueToLerp);
valueToLerp = 0;
}
}

How do I make my player speed up when collide with a game object in Unity?

I am doing a school project in Unity. My team and I decided to make an endless runner 2D game. However, because it is the first time I use C#, I don't know how to make my player's speed accelerate when collide with a game object in Unity. I only know how to destroy the player's health when a collision happens. Please help me! Thank you!
it's quite hard to give answers without seeing any code you've written, but as it's 2D and you've already got the collision damage working, you've probably used an OnCollisionEnter(), well it's very similar: you test if you've collided (which you've already done), then you add force to your player using a rigidbody2d, probably something along the lines of:
public Rigidbody2D rb;
void OnCollisionEnter2D(Collision2D collision)
{
rb.AddForce(direction * force, ForceMode2D.Impulse); // the ForceMode2D is
// optional, it's just so that
// the velocity change is sudden.
}
This should work.
If you have a GameManager that stores the game speed you can also do that too:
private float gameSpeedMultiplier = 0.5f;
void OnCollisionEnter(Collision collision)
{
if(collision.gameObject.CompareTag("Tag of the collided object")
{
GameManager.Instance.gameSpeed += gameSpeedMultiplier;
}
}
public class PlayerContoler : MonoBehaviour
{
public static PlayerContoler instance;
public float moveSpeed;
public Rigidbody2D theRB;
public float jumpForce;
private bool isGrounded;
public Transform GroundCheckPoint;
public LayerMask whatIsGround;
private bool canDoubleJump;
private Animator anim;
private SpriteRenderer theSR;
public float KnockbackLength, KnockbackForce;
private float KnockbackCounter;
public float bonceForce;
public bool stopImput;
private void Awake()
{
instance = this;
}
// Start is called before the first frame update
void Start()
{
anim = GetComponent<Animator>();
theSR = GetComponent<SpriteRenderer>();
}
// Update is called once per frame
void Update()
{
if(!PauseMenu.instance.isPause && !stopImput)
{
if (KnockbackCounter <= 0)
{
theRB.velocity = new Vector2(moveSpeed * Input.GetAxis("Horizontal"), theRB.velocity.y);
isGrounded = Physics2D.OverlapCircle(GroundCheckPoint.position, .2f, whatIsGround);
if (isGrounded)
{
canDoubleJump = true;
}
if (Input.GetButtonDown("Jump"))
{
if (isGrounded)
{
theRB.velocity = new Vector2(theRB.velocity.x, jumpForce);
AudioManager.instance.PlaySFX(10);
}
else
{
if (canDoubleJump)
{
theRB.velocity = new Vector2(theRB.velocity.x, jumpForce);
canDoubleJump = false;
AudioManager.instance.PlaySFX(10);
}
}
}
if (theRB.velocity.x < 0)
{
theSR.flipX = true;
}
else if (theRB.velocity.x > 0)
{
theSR.flipX = false;
}
} else
{
KnockbackCounter -= Time.deltaTime;
if(!theSR.flipX)
{
theRB.velocity = new Vector2(-KnockbackForce, theRB.velocity.y);
} else
{
theRB.velocity = new Vector2(KnockbackForce, theRB.velocity.y);
}
}
}
anim.SetFloat("moveSpeed", Mathf.Abs(theRB.velocity.x));
anim.SetBool("isGrounded", isGrounded);
}
public void Knockback()
{
KnockbackCounter = KnockbackLength;
theRB.velocity = new Vector2(0f, KnockbackForce);
anim.SetTrigger("hurt");
}
}

Jump/Throw Coding or Animation Issues

The Setup
I have a basketball player with an animator and 5 assigned animations to that animator as followed:
PlayerIdle
PlayerWalk
PlayerJump
PlayerBend
PlayerShoot
Setup_FruitHoops
Player Animation Window with Parameters
The Problem
In PlayMode, the player is able to move and jump successfully. The issue comes when the player attempts to grab the apple that is on the ground. The desired game design that I wanted was for the player to bend over and grab the apple by pressing the G key and then press G again to throw the apple towards the hoop to score a point. However, when I run it and after I first press G, the player can no longer jump, grab, or throw. The below section is the code for PlayerMovement and GrabberScript. Any advice is greatly appreciated.
PlayerMovement.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerMovement : MonoBehaviour
{
public float speed = 5f;
private Rigidbody2D rb;
private Animator anim;
private bool isGrounded, jumped;
private float jumpshotPower = 6f;
public Transform groundCheck;
public LayerMask groundLayer;
private void Awake()
{
rb = GameObject.Find("Player Parent").GetComponent<Rigidbody2D>();
anim = GameObject.Find("Player Parent").GetComponent<Animator>();
}
// Update is called once per frame
void Update()
{
CheckIfGrounded();
PlayerJump();
}
private void FixedUpdate()
{
PlayerWalk();
}
void PlayerWalk()
{
float h = Input.GetAxisRaw("Horizontal");
if (h > 0)
{
//going right
anim.SetBool("isWalking", true);
rb.velocity = new Vector2(speed, rb.velocity.y);
ChangeDirection(-1);
}
else if (h < 0)
{
//going left
anim.SetBool("isWalking", true);
rb.velocity = new Vector2(-speed, rb.velocity.y);
ChangeDirection(1);
}
else
{
//standing still
anim.SetBool("isWalking", false);
rb.velocity = new Vector2(0f, rb.velocity.y);
}
}
void ChangeDirection(int d)
{
Vector3 temp = transform.localScale;
temp.x = d;
transform.localScale = temp;
}
void CheckIfGrounded()
{
isGrounded = Physics2D.Raycast(groundCheck.position, Vector2.down, 0.1f, groundLayer);
if (isGrounded)
{
if (jumped)
{
jumped = false;
anim.SetBool("isJumping", false);
}
}
}
void PlayerJump()
{
if (isGrounded)
{
if (Input.GetKey(KeyCode.UpArrow))
{
jumped = true;
rb.velocity = new Vector2(rb.velocity.x, jumpshotPower);
anim.SetBool("isJumping", true);
}
}
}
}
GrabberScript.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GrabberScript : MonoBehaviour
{
private bool grabbed, throwObject;
private RaycastHit2D hit;
public float distance;
public Transform holdpoint;
public float throwForce;
public LayerMask notFruitLayer;
private Animator anim;
private void Awake()
{
anim = GameObject.Find("Player Parent").GetComponent<Animator>();
}
// Update is called once per frame
void Update()
{
if (Input.GetKeyDown(KeyCode.G))
{
if (!grabbed)
{
//grab fruit
anim.Play("PlayerBend");
Physics2D.queriesStartInColliders = false;
hit = Physics2D.Raycast(transform.position, Vector3.down * transform.localScale.x, distance);
if(hit.collider != null && hit.collider.tag == "Apple")
{
grabbed = true;
}
}
else if(!Physics2D.OverlapPoint(holdpoint.position, notFruitLayer))
{
//throw fruit
grabbed = false;
if(hit.collider.gameObject.GetComponent<Rigidbody2D>() != null)
{
PlayerShooting();
}
}
if (grabbed)
{
hit.collider.gameObject.transform.position = holdpoint.position;
}
}
}
private void OnDrawGizmos()
{
Gizmos.color = Color.green;
Gizmos.DrawLine(transform.position, transform.position + Vector3.down * transform.localScale.x * distance);
}
void PlayerShooting()
{
if (grabbed == true)
{
if (Input.GetKey(KeyCode.G))
{
throwObject = true;
hit.collider.gameObject.GetComponent<Rigidbody2D>().velocity = new Vector2(transform.localScale.x, 1) * throwForce;
anim.Play("PlayerShoot");
}
}
}
}

How to change player speed with public float from another script

Hey I am trying to change a float when my player collides with a object. I tried many ways of reference but only got null when trying to debug I came up with this so far. I want to get the gameobject that contains the player script meaning the player and after I want to get the component script tankmovement to change the variable in it.
Getting the null reference error in the powerups script line 79 reset function Tank=GameObject.FindWithTag("Player")
using System.Collections.Generic;
using UnityEngine;
public class PowerUp : MonoBehaviour {
public bool boosting = false;
public GameObject effect;
public AudioSource clip;
public GameObject Tank;
private void Start()
{
Tank = GameObject.Find("Tank(Clone)");
TankMovement script = GetComponent<TankMovement>();
}
private void OnTriggerEnter(Collider other)
{
if (other.gameObject.CompareTag("Player"))
{
if (!boosting)
{
clip.Play();
GameObject explosion = Instantiate(effect, transform.position, transform.rotation);
Destroy(explosion, 2);
GetComponent<MeshRenderer>().enabled = false;
GetComponent<Collider>().enabled = false;
Tank.GetComponent<TankMovement>().m_Speed = 20f;
//TankMovement.m_Speed = 20f;
boosting = true;
Debug.Log(boosting);
StartCoroutine(coolDown());
}
}
private IEnumerator coolDown()
{
if (boosting == true)
{
yield return new WaitForSeconds(4);
{
boosting = false;
GetComponent<MeshRenderer>().enabled = true;
GetComponent<Collider>().enabled = true;
Debug.Log(boosting);
// Destroy(gameObject);
}
}
}
void reset()
{
//TankMovement.m_Speed = 12f;
TankMovement collidedMovement = Tank.gameObject.GetComponent<TankMovement>();
collidedMovement.m_Speed = 12f;
//TankMovement1.m_Speed1 = 12f;
}
}
}
Trying to call on my m_Speed float in the player script to boost the speed of my player when he collides with it. How would you get a proper reference since my player is a prefab.
Tank script
using UnityEngine;
public class TankMovement : MonoBehaviour
{
public int m_PlayerNumber = 1;
public float m_Speed = 12f;
public float m_TurnSpeed = 180f;
public AudioSource m_MovementAudio;
public AudioClip m_EngineIdling;
public AudioClip m_EngineDriving;
public float m_PitchRange = 0.2f;
private string m_MovementAxisName;
private string m_TurnAxisName;
private Rigidbody m_Rigidbody;
private float m_MovementInputValue;
private float m_TurnInputValue;
private float m_OriginalPitch;
private void Awake()
{
m_Rigidbody = GetComponent<Rigidbody>();
}
private void OnEnable ()
{
m_Rigidbody.isKinematic = false;
m_MovementInputValue = 0f;
m_TurnInputValue = 0f;
}
private void OnDisable ()
{
m_Rigidbody.isKinematic = true;
}
private void Start()
{
m_MovementAxisName = "Vertical" + m_PlayerNumber;
m_TurnAxisName = "Horizontal" + m_PlayerNumber;
m_OriginalPitch = m_MovementAudio.pitch;
}
private void Update()
{
// Store the player's input and make sure the audio for the engine is playing.
m_MovementInputValue = Input.GetAxis(m_MovementAxisName);
m_TurnInputValue = Input.GetAxis(m_TurnAxisName);
EngineAudio();
}
private void EngineAudio()
{
// Play the correct audio clip based on whether or not the tank is moving and what audio is currently playing.
if (Mathf.Abs(m_MovementInputValue) < 0.1f && Mathf.Abs(m_TurnInputValue) < 0.1f)
{
if (m_MovementAudio.clip == m_EngineDriving)
{
m_MovementAudio.clip = m_EngineIdling;
m_MovementAudio.pitch = Random.Range(m_OriginalPitch - m_PitchRange, m_OriginalPitch + m_PitchRange);
m_MovementAudio.Play();
}
}
else
{
if (m_MovementAudio.clip == m_EngineIdling)
{
m_MovementAudio.clip = m_EngineDriving;
m_MovementAudio.pitch = Random.Range(m_OriginalPitch - m_PitchRange, m_OriginalPitch + m_PitchRange);
m_MovementAudio.Play();
}
}
}
private void FixedUpdate()
{
// Move and turn the tank.
Move();
Turn();
}
private void Move()
{
// Adjust the position of the tank based on the player's input.
Vector3 movement = transform.forward * m_MovementInputValue * m_Speed * Time.deltaTime;
m_Rigidbody.MovePosition(m_Rigidbody.position + movement);
}
private void Turn()
{
// Adjust the rotation of the tank based on the player's input.
float turn = m_TurnInputValue * m_TurnSpeed * Time.deltaTime;
Quaternion turnRotation = Quaternion.Euler(0f, turn, 0);
m_Rigidbody.MoveRotation(m_Rigidbody.rotation * turnRotation);
}
}
Since the TankMovement component you need to access is attached to the GameObject that is colliding with the power, you can get the TankMovement component you need to change by using other.gameObject.GetComponent<TankMovement>():
private void OnTriggerEnter(Collider other)
{
if (other.gameObject.CompareTag("Player"))
{
if (!boosting)
{
// stuff
TankMovement collidedMovement = other.gameObject.GetComponent<TankMovement>();
collidedMovement.m_Speed = 20f;
// more stuff
}
}
}

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