I am trying to make my characters dash not go on forever but have a certain delay and then be able to dash again. My character will decide to have the delay sometimes then other times it will continuously dash without a delay when I click the key. Can anyone help me solve this? Thanks.
edit someone told me to start using coroutines but I am sort of unsure how this works, i edited the code to use "yield" but I am unclear on how that works too. can someone tell me if this is correct for what I want and how to fix it? Thanks
if (hasTeleportedRecently == false)
{
transform.position = transform.position + transportVector;
hasTeleportedRecently = true;
yield return 3;
hasTeleportedRecently = false;
}
You can do it without coroutines. Make a field of type float where you store time when teleport becomes available again, and compare current time with it when player attempts to teleport:
float now = Time.time;
if (now >= teleportAvailableAt) {
transform.position += transportVector;
teleportAvailableAt = now + 3f;
}
Hint:
Don't compare booleans with true or false. Omit == true altogether and replace == false with the ! operator. It's shorter and less prone to bugs (you can accidentally write if (flag = false) ... - you assign false here and it still compiles)
https://github.com/tim12332000/TimUnityUtility/blob/master/Assets/ScheduleHelper/ScheduleHelper.cs
Use that , for example , make a task delay 3 seconed.
hasTeleportedRecently = true;
ScheduleHelper.Instance.DelayDo(()=> {hasTeleportedRecently = false;},3f);
Related
(solution is at the end)
I have a tilemap with tiles that can spread to the adjacent tiles based on data I store in a dictionary by position.
While the check for that is done in no time at all it does take considerable resources resulting in a lag everytime I call the function.
Currently I'm making sure the code doesn't get executed too fast by actually waiting a little each time we finished a loop-iteration. While I'm okay with my code not being executed as fast as it could, this just isn't the right way to go about it.
So basically: Is there a way to limit the execution of a single script/function in unity/c# to not use more than a certain percentage of the games resources (or something to that effect)? Or maybe there's a way to increase the functions performance significantly I just can't find?
Thanks in advance!
Solution <-----------
Thanks to the great advice from Michael Urvan and akaBase I was able to vastly increase performance by using chunks. I wasn't able to implement all the suggested improvements, so check out (and upvote) their respective answers for even more performance.
How: I reset a bool every couple of seconds. When that bool is set, I loop through part of the necessary tiles (chunk) in the Update()-method and remember the last index for the next Update()-call. When I reach the end of the tile-list I'm done and can set the bool to false and reset the index.
Here's a simplified version of my finished code:
{
[SerializeField] private Tilemap tilemap;
[SerializeField] private List<TileType> tileTypes;
[SerializeField] private List<TileType> growthTileTypes;
private Dictionary<Vector3Int, TileData> tileDataByPosition;
private List<TileData> spreadingTileDatas;
private Dictionary<TileBase, TileType> tileTypeByTile;
private bool spreading;
private spreadIndex = 0;
private int chunkSize = 10;
private void Awake()
{
// set up stuff here
InvokeRepeating("ResetSpreading", 10, 10);
}
private void Update()
{
if (spreading == true)
{
Spread();
}
}
private void Spread()
{
for (
int index = spreadIndex;
index < spreadingTileDatas.Count && index < spreadIndex + chunkSize;
index++
)
{
// do stuff here
}
spreadIndex += chunkSize;
if (spreadIndex >= spreadingTileDatas.Count)
{
spreadIndex = 0;
spreading = false;
}
}
}
To answer your: "Is there a way to limit the execution of a single script/function in unity/c# to not use more than a certain percentage of the games resources (or something to that effect)?" - What you want to do is have this loop only perform a fraction of the total items per loop and call it more often. You can process it in chunks or you can use time measurement as I noted at the end of this post.
I didn't examine your code specifically to see exactly what is being done, but this is a common way of splitting up the processing over time rather than how you were adding a tiny WaitForSeconds() within a Coroutine. The coroutine with such a tiny WaitForSeconds is probably terrible for performance and simply using Update() (which is called every frame) and splitting processing the way I describe will yield much better performance. If you google Coroutine performance you can find information and benchmarks on that.
You will create a variable to keep track of the current position of your index, and a variable that is the maximum number of indexes to process per frame - you will break out of your loop when the total # of items processed hits the max. You also will not do the loop from 0 to X - it will be from currentIndex to the end and then loop back around by setting it to 0. You will just break out when you hit max each time.
To summarize:
Remove IEnumerator from Spread() and make it a regular function, and instead of foreach(position in tilePosition) use for(int i=0;) etc
Add a variable like MaxToProcessPerFrame
Add another variable like currentIndex
Add a third variable like totalProcessedThisFrame that is set to zero each time you enter Spread()
for instance if (totalProcessedThisFrame++ >= MaxToProcessPerFrame) break; in your loop
add if (currentIndex >= tilePositions.Count) currentIndex = 0 so that it loops back around to the beginning
I also noticed that Spread() is calling UpdateTiles() at the end, which then does another StartCoroutine(Spread()) which will cause it to run twice and i'm sure is inefficient in some way since it will kind of double process possibly per iteration.
A likely good place to call UpdateTiles() would be on the if (currentIndex >= tilePositions.Count) since that would be at the end of one iteration of updating the whole list.
Once you have that setup, you can test different values for the MaxToProcessPerFrame, start with a high number and then lower it until it seems to run smoothly and it will break up the processing over multiple frames.
A second method in addition to breaking it up by a total # of items to be processed is to use a System.Diagnostics Stopwatch() and break out of your loop when it exceeds a total amount of milliseconds of processing.
These two methods will help it process smoothly once you play with different amounts.
And lastly, your method of calling StartCoroutine() constantly is also not performant. You should start a coroutine once or the least number of times needed, and then loop within it. It's common to use a while (Application.isRunning) {} loop as a basis for most Coroutines in Unity.
also for reference:
Unity 2017 Game Optimization: Optimize all aspects of Unity performance
By Chris Dickinson
I suggest keeping the data in a Multidimensional Array and call the specific area of the tilemap you need.
Example pseudo code
TileData[,] tileMapDatas;
void Start()
{
int rows = 5;
int columns = 5;
tileMapDatas = new TileData[rows, columns];
for(int r = 0; r < rows, r++)
{
for(int c = 0; c < columns, c++)
{
tileMapDatas[r, c] = new TileData();//Change to how you create them
}
}
}
void Spread(Tile tile)
{
if(tile.CanSpread)
{
//Check the mapdata for the tile above, (add check for array bounds)
if(tileMapDatas[tile.Row + 1, tile.Column].CanChange)
{
//Change
}
//Repeat for other directions
}
}
Using this method is a lot more efficient as you only need to check the neighbours of the targeted tile.
I 'm not sure how to explain this and I cannot find an answer anywhere. I have a for loop that loops through lines that are represented through strings.
for (int i = 0; i < dataLines.Length; i++)
{
jumpPoint:
Debug.Log("Jumped");
string[] words = dataLines[i].Split();
.
.
. "words[] manipulation and reading"
.
.
}
I have no problems with any of my data processing or things that happen in the loop.
But I have an instance where i need to go to a previous dataLine[] and continue from that point (also re-runs code that has already been run since that point).
What I am doing essentially boils down to
i = ?; //arbitrary number for the situation that is definitely not out of bounds for the loop
goto jumpPoint;
Ive also tried without the jump point also just letting the loop cycle to the next after resetting the for loop index.
I know it's not an issue with the jump point as its used for unrelated things and the jump works fine. Also worth mentioning, that in those instances, I am increasing the i index so the for loop prematurely advances and that works perfect.
So why can I not go backwards in the loop? Is that just something that is not possible?
Not sure if I understand but you mean something like this:
var i = 0;
var startRun = true;
while (true)
{
if (!startRun && i == dataLines.Length - 1)
return;
if (startRun)
startRun = false;
/* do stuff */
if (needToJump)
{
clearLogicOrWhatever();
i = whereYouNeedToJump;
}
else
i++;
}
Of course you will need more validation if going out of index, if step exists or in range and other stuff, this is just like a proof of concept / pseudo.
Nothing is stopping you from going backwards in the loop. You are in control of your code logic, so all you have to do is when your "jumpPoint" condition is met, just change the iterator i back to the previous value that you desire.
For example: Let's say I want to jump back and re-run something because it had the word "jump" in it.
Console.WriteLine("App started.");
List<string> dataLines = new List<string>() { "this is a phrase", "This is another but with jump in it", "this is the last" };
bool alreadyJumped = false;
for (int i = 0; i < dataLines.Count; i++)
{
Console.WriteLine($"Currently Iterating: {i}");
string[] words = dataLines[i].Split();
Console.WriteLine($"Do some with this data: {dataLines[i]}");
if (words.Contains("jump") && !alreadyJumped)
{
alreadyJumped = true;
// Reset the i value so that the next iteration will run again.
i = i - 1;
}
else if (alreadyJumped)
{
// Once
alreadyJumped = false;
}
}
Console.WriteLine("App done.");
This will produce this output:
App started.
Currently Iterating: 0
Do some with this data: this is a phrase
Currently Iterating: 1
Do some with this data: This is another but with jump in it
Currently Iterating: 1
Do some with this data: This is another but with jump in it
Currently Iterating: 2
Do some with this data: this is the last
App done.
My if statement runs even if the condition is not true. Variable as already been change in the first loop but due to getkeydown event it keeps looping 4 times
Just to introduce i'm making this with C# in Unity and diferent from other process it runs by frames, so each frame it will run the code again.
So basically I'm verifying if the user as pass a situation, if not, the code will enter in the if statement and give a new value to the array index (situacao[8]) my problem is due to GetKeyDown it will run 4 times until the frame is updated (or so i read in another post).
It should be simple, since i change the value to 1 it should not enter in the if again.
if (Input.GetKeyDown(KeyCode.Space))
{
meuEstado = estado.Cela;
}
else if (Input.GetKeyDown(KeyCode.G))
{
print(situacao[8]);
texto.text = "He look for the Window.";
if (situacao[8] != 1)
{
texto.text += "\nand notice there is a bird there!";
situacao[8] = 1;
}
}
The print output is 0 - 1 - 1 - 1 but it should just give a 0. It's not showing any console errors.
PROBLEM DISCOVER:
I had 4 textboxes associated to the same script all of them were also variable assigned.
SOLUTION:
Just add a script to one object and associate the other objects there
You're printing before you check if the value is 1, so it will always print the current value of situacao[8], which is 0 the first time, then 1 for every time after that.
If you only want it to print when situacao[8] is not 1, consider moving it inside the if statement like so:
else if (Input.GetKeyDown(KeyCode.G))
{
texto.text = "He look for the Window.";
if (situacao[8] != 1)
{
print(situacao[8]);
texto.text += "\nand notice there is a bird there!";
situacao[8] = 1;
}
}
Including this script on exactly one gameobject instead of 4 will result in only "0" being printed for the first press, and for no further presses.
for(int i = 0; i < gos.Length; i++)
{
float randomspeed = (float)Math.Round (UnityEngine.Random.Range (1.0f, 15.0f));
floats.Add (randomspeed);
_animator [i].SetFloat ("Speed", randomspeed);
}
Now what i get is only round numbers between 1 and 15. I mean i'm not getting numbers like 1.0 or 5.4 or 9.8 or 14.5 is it logical to have speed values like this ? If so how can i make that the random numbers will include also floats ?
Second how can i make sure that there will be no the same numbers ?
gos Length is 15
As noted in the other answer, you aren't getting fractional values, because you call Math.Round(), which has the express purpose of rounding to the nearest whole number (when called the way you do).
As for preventing duplicates, I question the need to ensure against duplicates. First, the number of possible values within the range you're selecting is large enough that the chances of getting duplicates is very small. Second, it appears you are selecting random speeds for some game object, and it seems to me that in that scenario, it's entirely plausible that once in a while you would find a pair of game objects with the same speed.
That said, if you still want to do that, I would advise against the linear searches recommended by the other answers. Game logic should be reasonably efficient, and in this scenario that would mean using a hash set. For example:
HashSet<float> values = new HashSet<float>();
while (values.Count < gos.Length)
{
float randomSpeed = UnityEngine.Random.Range(1.0f, 15.0f);
// The Add() method returns "true" if the value _wasn't_ already in the set
if (values.Add(randomSpeed))
{
_animator[values.Count - 1].SetFloat("Speed, randomSpeed);
}
}
// it's not clear from your question whether you really need the list of
// floats at the end, but if you do, this is a way to convert the hash set
// to a list
floats = values.ToList();
The reason you're not getting any decimals is because you're using Math.Round, this will either raise the float to the next whole number or lower it.
As for if it's logical, it depends.As for your case animation speed is usually done by floats because it can smoothly speed up and down.
Also to answer your question on how to avoid duplicates of the same float.. which in itself is already very unlikely, try doing this instead :
for(int i = 0; i < gos.Length; i++)
{
float randomspeed = 0f;
// Keep repeating this until we find an unique randomspeed.
while(randomspeed == 0f || floats.Contains(randomspeed))
{
// Use this is you want round numbers
//randomspeed = Mathf.Round(Random.Range(1.0f, 15.0f));
randomspeed = Random.Range(1.0f, 15.0f);
}
floats.Add (randomspeed);
_animator [i].SetFloat ("Speed", randomspeed);
}
Your first problem: if you use Math.Round(), you'll never get numbers like 5.4...
Second question: you can check for existance of the number before you add the number:
private float GenerateRandomSpeed()
{ return (float)UnityEngine.Random.Range (1.0f, 15.0f);}
for(int i = 0; i < gos.Length; i++)
{
float randomspeed= GenerateRandomSpeed();
while (floats.any(x=>x==randomspeed))
randomspeed=GenerateRandomSpeed();
floats.Add (randomspeed);
_animator [i].SetFloat ("Speed", randomspeed);
}
I didn't test it but i hope it can direct you to the answer.
I created an IF Statement for my XNA game which makes my characters leave their classroom(screen). There are 40 characters, in lines of 10. 'Dest' means destination of the character. This code is in my update method and I have a list of characters in my initialize method:
if (activeCharacter.DestX < 680)
{
activeCharacter.DestX = activeCharacter.DestX + 6;
}
else if (activeCharacter.DestY < 600) //600
{
activeCharacter.DestY = activeCharacter.DestY + 6;
}
else if (activeCharacter.DestY == 600)
{
activeCharacter = classroom[(Random.Next(classroom.Count))];
Console.WriteLine(activeCharacter.DestY);
The aim is to have random characters leave the classroom. When a character from the 1st row leaves, another random character will leave straight after and another depending on if it's from the first row. However if a character from any other row except the 1st leaves, only one character will go.
Can someone please tell me stop this from happening?
Thanks!
DestY is incremented by 6, until it is bigger then or equal to 600. However the final else if only checks for equal to 600.
Changing the final check to:
else if (activeCharacter.DestY >= 600)
Or simply:
else
Will most likely solve your problem.