using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class OnMouseOverEvent : MonoBehaviour
{
public GameObject[] objects;
private Vector3[] originalpos;
private void Start()
{
originalpos = new Vector3[objects.Length];
for (int i = 0; i < objects.Length; i++)
{
originalpos[i] = objects[i].transform.position;
}
}
private void Update()
{
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
RaycastHit hit;
if (Physics.Raycast(ray, out hit, 100))
{
if (hit.transform.tag == "Test")
{
// if (transform.position.z != originalpos.z - 3)
// StartCoroutine(moveToX(transform, new Vector3(transform.position.x, transform.position.y, transform.position.z - 3), 0.1f));
}
else
{
// StartCoroutine(moveToX(transform, originalpos, 0.1f));
}
}
else
{
// reset
// StartCoroutine(moveToX(transform, originalpos, 0.1f));
}
}
bool isMoving = false;
IEnumerator moveToX(Transform fromPosition, Vector3 toPosition, float duration)
{
//Make sure there is only one instance of this function running
if (isMoving)
{
yield break; ///exit if this is still running
}
isMoving = true;
float counter = 0;
//Get the current position of the object to be moved
Vector3 startPos = fromPosition.position;
while (counter < duration)
{
counter += Time.deltaTime;
fromPosition.position = Vector3.Lerp(startPos, toPosition, counter / duration);
yield return null;
}
isMoving = false;
}
}
The script was working fine when objects and originalpos were singles.
But now I made them arrays since I have more then one gameobject.
I have 3 gameobjects tagged : "Test" , "Test1" , "Test2"
I want to perform them same action but for each object hit.
If hitting "Test" move only "Test" on z - 3 and then back to it's original pos.
If hitting "Test1" move only "Test1" on z - 3 and then back to it's original pos. And same for "Test2".
Make the same action but only for the hitting object.
You can use Physics.RaycastAll, it returns RaycastHit[] which you can loop through.
Like so:
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
RaycastHit[] hits = Physics.RaycastAll(ray, 100f);
// For each object that the raycast hits.
foreach (RaycastHit hit in hits) {
if (hit.collider.CompareTag("Test")) {
// Do something.
} else if (hit.collider.CompareTag("Test1")) {
// Do something.
} else if (hit.collider.CompareTag("Test2")) {
// Do something.
}
}
Related
This question already has answers here:
How to make the script wait/sleep in a simple way in unity
(7 answers)
Closed 1 year ago.
This is the waypoints manager script attached to empty GameObject :
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
public class WaypointsManager : MonoBehaviour
{
public GameObject npcPrefab;
public int numberOfNpcs;
public GameObject waypointsPrefab;
public List<GameObject> waypoints = new List<GameObject>();
public int numberOfWaypoints;
public bool useWaypointsPrefab = false;
private GameObject waypointObject;
// Start is called before the first frame update
void Awake()
{
for (int i = 0; i < numberOfWaypoints; i++)
{
if (useWaypointsPrefab)
{
waypointObject = Instantiate(npcPrefab, Vector3.zero, Quaternion.identity);
}
else
{
waypointObject = new GameObject();
}
waypointObject.tag = "Waypoint";
waypointObject.name = "Waypoint";
waypointObject.transform.position = new Vector3(Random.Range(0, 10), Random.Range(0, 10), Random.Range(0, 10));
waypoints.Add(waypointObject);
}
for (int i = 0; i < numberOfNpcs; i++)
{
if (npcPrefab != null)
{
GameObject npc = Instantiate(npcPrefab, Vector3.zero, Quaternion.identity);
}
}
}
// Update is called once per frame
void Update()
{
}
}
And this script is attached to each npc :
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
public class Waypoints : MonoBehaviour
{
public List<GameObject> waypoints = new List<GameObject>();
public float movementSpeed;
public float rotationSpeed;
public bool reverse = false;
public bool go = false;
public int numberOfWaypoints;
public int nextWaypointNumber;
private int waypointIndex = 0;
private GameObject nextWayPoint;
// Start is called before the first frame update
void Start()
{
waypoints = GameObject.FindGameObjectsWithTag("Waypoint").ToList();
numberOfWaypoints = waypoints.Count;
if (reverse)
{
waypointIndex = waypoints.Count - 1;
}
else
{
waypointIndex = 0;
}
StartCoroutine(MoveNpc());
}
// Update is called once per frame
void Update()
{
if (go)
{
if (reverse && waypointIndex == 0)
{
waypointIndex = waypoints.Count - 1;
}
if (reverse == false && waypointIndex == waypoints.Count)
{
waypointIndex = 0;
}
nextWayPoint = waypoints[waypointIndex];
nextWaypointNumber = waypointIndex;
transform.position = Vector3.MoveTowards(transform.position,
waypoints[waypointIndex].transform.position, Time.deltaTime * movementSpeed);
float distance = Vector3.Distance(transform.position, waypoints[waypointIndex].transform.position);
if (distance > 0f)
{
// Try to rotate to face the waypoint only if we're not on top of it.
var rotation = Quaternion.LookRotation(nextWayPoint.transform.position - transform.position);
transform.rotation = Quaternion.Slerp(transform.rotation, rotation, Time.deltaTime * rotationSpeed);
}
else
{
numberOfWaypoints--;
if (reverse)
{
waypointIndex--;
}
else
{
waypointIndex++;
}
}
}
}
private IEnumerator MoveNpc()
{
yield return new WaitForSeconds(3f);
go = true;
}
private void OnDrawGizmos()
{
if (waypoints != null)
{
for (int i = 0; i < waypoints.Count; i++)
{
Gizmos.color = Color.green;
Gizmos.DrawSphere(waypoints[i].transform.position, 0.1f);
}
}
if (nextWayPoint != null)
{
Gizmos.color = Color.red;
Gizmos.DrawLine(transform.position, nextWayPoint.transform.position);
}
}
}
In the Waypoints script I'm starting a coroutine with a 3 seconds delay but still all the npcs are moving at the same time like one npc. I want it to wait 3 seconds send npc wait 3 seconds send npc until all npcs are moving along the waypoints.
StartCoroutine(MoveNpc());
ISSUE
All npcs are being spawned at the same time, each waits 3 seconds (all at the same time), and then start moving.
SOLUTION
You could create a function that takes the amount of time they need to wait, and use that delay time in your coroutine.
NPC
public void StartMovingAfterSeconds(float seconds)
{
StartCoroutine(MoveNPC(seconds));
}
private IEnumerator MoveNpc(float delayTimeSeconds)
{
yield return new WaitForSeconds(delayTimeSeconds);
go = true;
}
From your manager you will need to track the delay time as you spawn the npcs.
MANAGER
// Amount to delay movement by (can be exposed in the inspector)
//
var delayTime = 3f;
// Accumulated delay
//
var currentDelay = 0f;
if (npcPrefab != null)
{
for (int i = 0; i < numberOfNpcs; i++)
{
var npc = Instantiate(npcPrefab, Vector3.zero, Quaternion.identity);
npc.StartMovingAfterSeconds(currentDelay);
currentDelay += delayTime;
}
}
We start with a delay of 0 (currentDelay) and add the amount we want to delay by (delayTime) in each iteration. The first delay is 0, next is 3, then 6, etc..
The script is supposed to allow my first person controller/player go up to an object, press the E key and then pickup and carry the object around. There are errors in the script and I don't understand how to program yet. I've also attached the screenshot of the errors in the code for reference.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PickupObject : MonoBehaviour
{
GameObject mainCamera;
bool carrying;
GameObject carriedObject;
public float distance;
public float smooth;
// Start is called before the first frame update
void Start()
{
mainCamera = GameObject.FindWithTag("MainCamera");
}
// Update is called once per frame
void Update()
{
if (carrying)
{
carry(carriedObject);
checkDrop();
}
else
{
pickup();
}
}
void carry(GameObject o)
{
o.GetComponent<Rigidbody>().isKinematic = true;
o.transform.position = Vector3.Lerp (mainCamera.transform.position + mainCamera.transform.forward * distance, Time.deltaTime * smooth);
}
void pickup()
{
if (Input.GetKeyDown KeyCode.E;))
{
int x = Screen.width / 2;
int y = Screen.height / 2;
}
Ray ray = mainCamera.GetComponent<Camera>().ScreentPointToRay(new Vector3(x, y));
RaycastHit hit;
if(Physics.Raycast(ray, out hit))
{
Pickupable p = hit.collider.GetComponent<Pickupable>();
if(p != null)
{
carrying = true;
carriedObject = p.gameObject;
p.gameObject.rigidbody.isKinematic = true;
}
}
}
}
void checkDrop()
{
if(Input.GetKeyDown(KeyCode.E))
{
dropObject();
}
void dropObject()
{
carrying = false;
carriedObject = null;
carriedObject.gameObject.rigidbody.isKinematic = false;
}
}
}
Maybe you should try using Raycasts to pickup items. Create a "Pick Up" tag, add that tag to all pickup-able items, shoot a Raycast from the camera in the direction of the camera if the player presses 'E', check if the hit has the tag, then pick it up. Search up "Raycast tutorial" and you will find many results.
Within pickup you define int x and int y inside of an if block.
The second issue is that within (or after) the pickup method you have one closing } to much.
if (Input.GetKeyDown KeyCode.E;))
{
int x = Screen.width / 2;
int y = Screen.height / 2;
} // <-- SEEMS THAT THIS HERE IS YOUR PROBLEM !
So you basically end your class before the method checkDrop. The rest are just follow up errors: The x and y will be known only within this code block and when you later try to use them in
Ray ray = mainCamera.GetComponent<Camera>().ScreentPointToRay(new Vector3(x, y));
they do not exist.
Also as said you and the class so the method checkDrop is not known in Update. And then you get some additional errors anyway since it is not allowed to define a method outside of a type.
Note that I formatted your code so it should be quite clear now. You probably rather wanted it do to be
void pickup()
{
if (Input.GetKeyDown KeyCode.E;))
{
int x = Screen.width / 2;
int y = Screen.height / 2;
Ray ray = mainCamera.GetComponent<Camera>().ScreentPointToRay(new Vector3(x, y));
RaycastHit hit;
if(Physics.Raycast(ray, out hit))
{
Pickupable p = hit.collider.GetComponent<Pickupable>();
if(p != null)
{
carrying = true;
carriedObject = p.gameObject;
p.gameObject.rigidbody.isKinematic = true;
}
}
}
}
So, when I start the game, my character can jump on the first platform (because that is the manually placed platform), but I cannot jump on the spawned floors. BTW I am able to run on the floors and I know my jump works correctly.
I have tried so many ways of collider detection I am going crazy and I know its a simple fix that I just can't figure out.
I expected my character to be able to jump on the duplicated platforms but the character just doesn't do anything at all.
If anyone is willing to take a look that would be very helpful. - Nick
P.S I know my code is messy.
CODE:
#Code that is on my player script#
using System;
using System.Diagnostics;
using System.Threading;
using System.Collections;
using System.Collections.Generic;
using TouchControlsKit;
using UnityEngine;
using UnityEngine.SceneManagement;
using System.Text;
using System.IO;
public class Attack : MonoBehaviour
{
const float k_GroundedRadius = .2f; // Radius of the overlap circle to determine if grounded
[SerializeField] private LayerMask m_WhatIsGround;
[SerializeField] private Transform m_GroundCheck;
private bool m_Grounded;
public Collider2D objectCollider;
public Collider2D anotherCollider;
[Range(0, .3f)] [SerializeField] private float m_MovementSmoothing = .05f;
private Timer t;
private Timer a;
private float timeStamp;
private float die = 0;
public GameObject bullet;
private bool m_FacingRight = true;
public float move;
private Vector3 velocity = Vector3.zero;
public GameObject idle_0;
public playscript play;
public Transform player;
private Rigidbody2D m_Rigidbody2D;
[SerializeField] private float m_JumpForce = 200f;
bool swing = false;
bool isgrounded = false;
public bool canJump = false;
bool slide = false;
public Transform groundLayer; // Insert the layer here.
public Vector2 jumpHeight;
private Vector2 touchOrigin = -Vector2.one;
public Vector2 moveSpeed;
public bool run;
Collider2D m_Collider;
// variable to hold a reference to our SpriteRenderer component
private SpriteRenderer mySpriteRenderer;
// This function is called just one time by Unity the moment the component loads
private void Awake()
{
// get a reference to the SpriteRenderer component on this gameObject
mySpriteRenderer = GetComponent<SpriteRenderer>();
animator.SetBool("death", false);
}
public Animator animator;
Animator anim;
int swingHash = Animator.StringToHash("swing");
// Use this for initialization
void Start()
{
timeStamp = Time.time + 5;
m_Collider = GetComponent<Collider2D>();
run = false;
m_Rigidbody2D = GetComponent<Rigidbody2D>();
anim = GetComponent<Animator>();
animator.SetBool("isgrounded", false);
isgrounded = false;
canJump = false;
animator.SetBool("swing", false);
}
private void FixedUpdate()
{
m_Grounded = false;
// The player is grounded if a circlecast to the groundcheck position hits anything designated as ground
// This can be done using layers instead but Sample Assets will not overwrite your project settings.
Collider2D[] colliders = Physics2D.OverlapCircleAll(m_GroundCheck.position, k_GroundedRadius, m_WhatIsGround);
for (int i = 0; i < colliders.Length; i++)
{
if (colliders[i].gameObject != gameObject)
animator.SetBool("isgrounded", true);
m_Grounded = true;
}
}
// Update is called once per frame
void Update()
{
anotherCollider = GameObject.FindGameObjectWithTag("Ground").GetComponent<BoxCollider2D>();
objectCollider = GameObject.FindGameObjectWithTag("Player").GetComponent<CapsuleCollider2D>();
Vector3 targetVelocity = new Vector2(move * 2f, m_Rigidbody2D.velocity.y);
m_Rigidbody2D.velocity = Vector3.SmoothDamp(m_Rigidbody2D.velocity, targetVelocity, ref velocity, m_MovementSmoothing);
animator.SetBool("run", true);
if (move > 0 && !m_FacingRight)
{
// ... flip the player.
Flip();
}
// Otherwise if the input is moving the player left and the player is facing right...
else if (move < 0 && m_FacingRight)
{
// ... flip the player.
Flip();
}
int horizontal = 0; //Used to store the horizontal move direction.
int vertical = 0; //Used to store the vertical move direction.
#if UNITY_STANDALONE || UNITY_WEBPLAYER
//Check if we are running on iOS, Android, Windows Phone 8 or Unity iPhone
#elif UNITY_IOS || UNITY_ANDROID || UNITY_WP8 || UNITY_IPHONE
//Check if Input has registered more than zero touches
if (Input.touchCount > 0)
{
//Store the first touch detected.
Touch myTouch = Input.touches[0];
//Check if the phase of that touch equals Began
if (myTouch.phase == TouchPhase.Began)
{
//If so, set touchOrigin to the position of that touch
touchOrigin = myTouch.position;
}
//If the touch phase is not Began, and instead is equal to Ended and the x of touchOrigin is greater or equal to zero:
else if (myTouch.phase == TouchPhase.Ended && touchOrigin.x >= 0)
{
//Set touchEnd to equal the position of this touch
Vector2 touchEnd = myTouch.position;
//Calculate the difference between the beginning and end of the touch on the x axis.
float x = touchEnd.x - touchOrigin.x;
//Calculate the difference between the beginning and end of the touch on the y axis.
float y = touchEnd.y - touchOrigin.y;
//Set touchOrigin.x to -1 so that our else if statement will evaluate false and not repeat immediately.
touchOrigin.x = -1;
//Check if the difference along the x axis is greater than the difference along the y axis.
if (Mathf.Abs(x) > Mathf.Abs(y))
//If x is greater than zero, set horizontal to 1, otherwise set it to -1
horizontal = x > 0 ? 1 : -1;
else
//If y is greater than zero, set horizontal to 1, otherwise set it to -1
vertical = y > 0 ? 1 : -1;
}
}
#endif
if (TCKInput.GetAction("jumpBtn", EActionEvent.Up))
{
animator.SetBool("jump", false);
}
if (TCKInput.GetAction("jumpBtn", EActionEvent.Down) && m_Grounded == true)
{
animator.SetBool("jump", true);
m_Grounded = false;
m_Rigidbody2D.AddForce(new Vector2(0f, m_JumpForce));
}
if (TCKInput.GetAction("fireBtn", EActionEvent.Down))
{
animator.SetBool("swing", true);
m_Collider.enabled = !m_Collider.enabled;
}
if (TCKInput.GetAction("fireBtn", EActionEvent.Up))
{
animator.SetBool("swing", false);
m_Collider.enabled = !m_Collider.enabled;
}
if (TCKInput.GetAction("slideBtn", EActionEvent.Down))
{
if (timeStamp <= Time.time)
{
animator.SetBool("slide", true);
GameObject b = (GameObject)(Instantiate(bullet, transform.position + transform.right * 1.5f, Quaternion.identity));
b.GetComponent<Rigidbody2D>().AddForce(transform.right * 1000);
timeStamp = Time.time + 5;
}
}
if (TCKInput.GetAction("slideBtn", EActionEvent.Up))
{
animator.SetBool("slide", false);
}
if (TCKInput.GetAction("right", EActionEvent.Press))
{
move = -1;
}
if (TCKInput.GetAction("right", EActionEvent.Up))
{
animator.SetBool("run", false);
}
if (TCKInput.GetAction("left", EActionEvent.Press))
{
move = 1;
}
if (TCKInput.GetAction("left", EActionEvent.Up))
{
animator.SetBool("run", false);
}
if (objectCollider.IsTouching(anotherCollider))
{
canJump = true;
}
else
{
canJump = false;
}
}
private void Flip()
{
// Switch the way the player is labelled as facing.
m_FacingRight = !m_FacingRight;
// Multiply the player's x local scale by -1.
Vector3 theScale = transform.localScale;
theScale.x *= -1;
transform.localScale = theScale;
}
void Hurt()
{
move = 4;
SceneManager.LoadScene(0);
}
protected void OnCollisionEnter2D(Collision2D collision)
{
EnemyHealth3 enemy = collision.collider.GetComponent<EnemyHealth3>();
if (enemy != null)
{
move = 0;
animator.SetBool("death", true);
m_Rigidbody2D.AddForce(new Vector2(0f, m_JumpForce));
StartCoroutine(ExecuteAfterTime(.1));
}
}
IEnumerator ExecuteAfterTime(double time)
{
yield return new WaitForSeconds((float)time);
Hurt();
}
}
#Code that is on the floor spawner script#
using UnityEngine;
using System.Collections;
public class Floor_Spawn_Script : MonoBehaviour
{
public GameObject[] obj;
private float oldPosition;
private float currentPosition;
private float ctr = 0;
private float inte = 10.19f;
// Use this for initialization
private void Start()
{
oldPosition = transform.position.x;
AddRoom(ctr * inte);
ctr += 1;
AddRoom(ctr * inte);
ctr += 1;
AddRoom(ctr * inte);
}
// Update is called once per frame
void Update()
{
currentPosition = transform.position.x;
if ((currentPosition - oldPosition) <= 9.595f)
{
AddRoom(ctr * inte);
oldPosition = transform.position.x;
ctr += 1;
}
}
void AddRoom(float roomCenter)
{
GameObject room = (GameObject)Instantiate(obj[Random.Range(0, obj.Length)]);
room.transform.position = new Vector3(roomCenter, 0f, 10f);
}
}```
I have a script to move my character(player)
The script should be fine and it does not have any errors, although when I press play I try to use the arrows and it does not work and I don't know why.
Here is the code. I appreciate any help you can give me, thanks
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerMovement : MonoBehaviour
{
Direction currentDir;
Vector2 input;
bool isMoving = false;
Vector3 startPos;
Vector3 endPos;
float t;
public float walkSpeed = 3f;
// Update is called once per frame
void Update()
{
if (isMoving)
{
input = new Vector2(Input.GetAxis("Horizontal"), Input.GetAxis("Vertical"));
if (Mathf.Abs(input.x) > input.y)
input.y = 0;
else
input.x = 0;
if (input != Vector2.zero)
{
StartCoroutine(Move(transform));
}
}
}
public IEnumerator Move(Transform entity)
{
isMoving = true;
startPos = entity.position;
t = 0;
endPos = new Vector3(startPos.x + System.Math.Sign(input.x), startPos.y +
System.Math.Sign(input.y), startPos.z);
while (t < 1f)
{
t += Time.deltaTime * walkSpeed;
entity.position = Vector3.Lerp(startPos, endPos, t);
yield return null;
}
isMoving = false;
yield return 0;
}
enum Direction
{
North,
East,
South,
West
}
}
Change
void Update()
{
if (isMoving)
{
to
void Update()
{
if (!isMoving)
{
Otherwise, on each Update you check your isMoving variable and do nothing if it is false. The only place where isMoving could become true is your Move coroutine, but it could only be launched from Update, which does not do anything since isMoving is false.
I'm using my android device to detect the touched position and move my object, but my object change the position way to far it disapears from my camera view, do I need to use ScreenToWorldPoint? It so, how do I use it?
Here is my code:
void Update() {
for (var i = 0; i < Input.touchCount; i++) {
if (Input.GetTouch(i).phase == TouchPhase.Began) {
transform.position = new Vector3 (Input.GetTouch(i).position.x, Input.GetTouch(i).position.y, transform.position.z);
}
}
}
You can try like this:
private void Update()
{
for (var i = 0; i < Input.touchCount; i++)
{
if (Input.GetTouch(i).phase == TouchPhase.Began)
{
var worldPosition = Camera.main.ScreenToWorldPoint(Input.GetTouch(i).position);
transform.position = worldPosition;
}
}
}
You can try this,
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SelectObject : MonoBehaviour {
// Use this for initialization
GameObject hitObj;
RaycastHit hit;
private float speed = 1;
void Start () {
}
// Update is called once per frame
void Update () {
foreach (Touch touch in Input.touches) {
switch (touch.phase) {
case TouchPhase.Began:
Ray ray = Camera.main.ScreenPointToRay (touch.position);
if (Physics.Raycast (ray, out hit, 10)) {
hitObj = hit.collider.gameObject;
}
break;
case TouchPhase.Moved:
// If the finger is on the screen, move the object smoothly to the touch position
float step = speed * Time.deltaTime; // calculate distance to move
if(hitObj != null)
hitObj.transform.position = Camera.main.ScreenToWorldPoint(new Vector3 (touch.position.x, touch.position.y, hitObj.transform.position.z));
break;
}
}
}
}