I'm working on a school project where a 'player' is moving next to a wall. This wall is made of cubes (1x1x1). These cubes have cubes in them (0.9x0.9x0.9) which move outwards, towards the player when the player moves next to them.
This animation now moves every 1 frame. which is kinda laggy and unnatural.
I would like this animation to move every 5 frames.
using UnityEngine;
using System.Collections;
public class InteractiefBlokje : MonoBehaviour {
private Transform thePlayer;
private Transform binnenBlokje;
// Use this for initialization
void Start () {
// referentie naar binnenblokje
binnenBlokje = this.gameObject.transform.GetChild(0);
// referentie naar de 'player'
thePlayer = GameObject.FindGameObjectWithTag("Player").transform;
Debug.Log(thePlayer);
}
// Update is called once per frame
void Update () {
Vector3 myPosition = this.transform.position;
Vector3 playerPosition = thePlayer.position;
// afstand tussen player en dit blokje
float distance = Mathf.Clamp(Vector2.Distance(new Vector2(myPosition.x, myPosition.z), new Vector2(playerPosition.x, playerPosition.z)), 0, 50);
// bij afstand 3 -> x = 0.8
// bij afstand 5 -> x = 0
binnenBlokje.position = new Vector3(Random.Range(0, (distance - 5.0f) * -0.4f), this.transform.position.y, this.transform.position.z);
}
}
Well, if you want to count the frames, you can use a counter, such as :
int FrameCounter = 5;
void Update () {
if (FrameCounter++ % 5 == 0)
{
// your animation goes there
}
}
or
int FrameCounter = 5;
void Update () {
if (FrameCounter++ >= 5)
{
FrameCounter = 1;
// your animation goes there
}
}
But since there is time differences between each frames (FPS can drop/increases), you might want to use the time.
float timeBetweenAnimations = 0.1f; //0.1 second, arbitrary value
float timer = timeBetweenAnimations;
void Update () {
timer += Time.deltaTime; // increase the timer by the time elapsed since last frame
if (timer >= timeBetweenAnimations)
{
timer = 0; // reset the timer to 0
// your animation goes there
}
}
Or, you can use that timer and a speed to define a distance (distance = speed * time)
float timer;
float speed = 2.0f; // arbitrary value of 2 units per seconds
void Update () {
timer = Time.deltaTime; // set the timer by the time elapsed since last frame
var direction = new Vector3(...); // the direction you want your object to move, replace the ... by the real vector you need
theObjectToMove.transform.position = direction * speed * timer; // feel free to add a * randomValue to increase/decrease randomly that speed
}
Related
I need to make an object flicker every X seconds. So far I have the code for the actual flickering and it works great, however I need the flicker to come on for X seconds, then turning off, then come on for X seconds. Similar to turning a strobe light on (it flickers), then off.
I know something like invokeRepeating would work however the flickering relies on being in the FixedUpdate for it to run every frame.
For anyone wondering I'm actually trying to do something with image modulation and attention. Here is what I have so far:
public class scrFlicker : MonoBehaviour {
public SpriteRenderer sRen;
public float cycleHz; // Hz, the mesurement of cycles.
private float dtime = 0; // delta time
private Color alpha;
// Use this for initialization
void Start () {
sRen = GetComponent<SpriteRenderer>();
GetComponent<SpriteRenderer>().enabled = false;
alpha = sRen.color;
alpha.a = 0.4f;
sRen.color = alpha;
}
// Update is called once per frame
void FixedUpdate () {
startFlicker();
}
void startFlicker() {
dtime += Time.deltaTime;
float wave = Mathf.Sin((dtime * 2.0f * Mathf.PI) * cycleHz);
if(wave > 0.0f) {
GetComponent<SpriteRenderer>().enabled = true;
} else {
GetComponent<SpriteRenderer>().enabled = false;
}
if (wave == 0.0f) {
dtime = 0.0f;
}
}
}
You can create something like a timer below to manage the on and off time:
float toggletime;
void FixedUpdate () {
toggletime += Time.deltaTime;
if (toggletime < 2) // flicker will occur from 0-2 seconds
startFlicker();
else if (toggletime > 4) // nothing will occur between 2-4 seconds
toggletime = 0; // reset timer after 4 seconds have passed
}
"I know something like invokeRepeating would work however the flickering relies on being in the FixedUpdate for it to run every frame."
FixedUpdate is for Physics. Sure you can use it for other purposes but if they not physics related then it is not the primary purpose.
Invoke would actually do just fine, you have full control of it.
float timer = 2f;
bool isOn = false;
void Start()
{
Invoke("Method", timer);
}
void Method()
{
// you can change timer if needed
this.timer = Random.Range(0f, maxTimer);
this.isOn = !this.isOn;
Invoke("Method", this.timer);
}
void CancelMethodAndResetTimerForAnyReason()
{
CancelInvoke();
this.timer = Random.Range(0f, maxTimer);
Invoke("Method", this.timer);
}
I'm wondering how to smoothly zoom in and smoothly zoom out on button press in Unity3d using c#. I've got zooming part down already, but not sure how to make a transition of zooming in and out smooth. As an example, I'd like it to zoom in as smooth as it is in ARMA or DayZ game.
Here's my code:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class zoomIN : MonoBehaviour {
public Camera cam;
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
if (Input.GetMouseButton (1)) {
cam.fieldOfView = 20;
}
if (Input.GetMouseButtonUp (1)) {
cam.fieldOfView = 60;
}
}
}
I'd appreciate any help!
Thanks and Merry Xmas!
Use coroutine to do this. You can use it to enable the speed or duration of the zooming. Perform a Mathf.Lerp between cam.fieldOfView and the destination( 20 or 60) depending on if the key is pressed or released.
Note: You must change Input.GetMouseButton to Input.GetMouseButtonDown otherwise your first if statement will be running every frame while the right mouse button is held down. I think you want to be true once only.
public Camera cam;
Coroutine zoomCoroutine;
// Update is called once per frame
void Update()
{
if (Input.GetMouseButtonDown(1))
{
//Stop old coroutine
if (zoomCoroutine != null)
StopCoroutine(zoomCoroutine);
//Start new coroutine and zoom within 1 second
zoomCoroutine = StartCoroutine(lerpFieldOfView(cam, 20, 1f));
}
if (Input.GetMouseButtonUp(1))
{
//Stop old coroutine
if (zoomCoroutine != null)
StopCoroutine(zoomCoroutine);
//Start new coroutine and zoom within 1 second
zoomCoroutine = StartCoroutine(lerpFieldOfView(cam, 60, 1f));
}
}
IEnumerator lerpFieldOfView(Camera targetCamera, float toFOV, float duration)
{
float counter = 0;
float fromFOV = targetCamera.fieldOfView;
while (counter < duration)
{
counter += Time.deltaTime;
float fOVTime = counter / duration;
Debug.Log(fOVTime);
//Change FOV
targetCamera.fieldOfView = Mathf.Lerp(fromFOV, toFOV, fOVTime);
//Wait for a frame
yield return null;
}
}
A simple way to get your smooth zoom animation is by performing the zoom operation over multiple frames. So instead of changing the fieldOfView from 20 to 60 right away, increase the fieldOfView with 5 every frame until you reach your target of 60. (To lengthen the animation you can of course take a smaller number than 5.) So based on the mouse input you can keep a state _zoomedIn and based on that state and on the current fieldOfView you can determine whether you still need to add or substract to the value. Which gives you something like the following code: (not tested)
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class zoomIN : MonoBehaviour {
public Camera cam;
private bool _zoomedIn = false;
private int _zoomedInTarget = 60;
private int _zoomedOutTarget = 20;
// Update is called once per frame
void Update () {
if (Input.GetMouseButtonDown (1))
_zoomedIn = true;
if (Input.GetMouseButtonUp (1)) {
_zoomedIn = false;
}
if (_zoomedIn) {
if (cam.fieldOfView < _zoomedInTarget)
cam.fieldOfView += 5;
} else {
if (cam.fieldOfView > _zoomedOutTarget)
cam.fieldOfView -= 5;
}
}
In Unity, I am facing a small problem. I start some spawns at a certain speed (let's say 2) and by time, the speed increases (let's say by 0.5). When the player loses and the Game Over screen is loaded, the speed continues to increase in the background, so when the player tries again, the speed isn't 2 (initial/normal) but it's 3 or 4 or (depending on how much time has passed).
How can I fix this? Should I destroy or disable the execution of the scripts when Gameover screen is loaded?
Code:
public class ObjectsScroller : MonoBehaviour {
public float speed = 2; // Speed of the rings
int MaxSpeed = 5; // Max speed of the rings
int timeSecond = 1; // 1s
float timer;
int sixSeconds = 6; // 6 seconds without subtraction
int countdown = 6; // Countdown with subtraction
// Use this for initialization
void Start ()
{
speed = 2;
timeSecond = 1;
timer = Time.time;
countdown = 6;
}
void Update()
{
timer = Time.time;
transform.Translate(Vector2.up * speed * Time.deltaTime);
if(timer >= timeSecond) { // Checks if a second passed
countdown -= 1; // countdown decreases by one
timeSecond += 1; // Increases so the loop runs again
}
if (countdown <= 0) { // Checks if countdown is less than 0
speed += .5f; // Speed increases by 1
transform.Translate(Vector2.up * speed * Time.deltaTime);
countdown = sixSeconds; // Countdown is equal to 8 Seconds so the loop runs again
}
if (speed >= 5) { // If speed is bigger or equal to 5 then make it 5 only
speed = MaxSpeed;
}
}
}
So my problem is that I want my objects to randomly move within a certain round range, with a certain speed.
Right now it moves very fast and multiplying it by speed doesn't work.
Here's my code:
using UnityEngine;
using System.Collections;
public class RandomTargetMovement : MonoBehaviour {
public float radius = 20.0f;
void Update(){
transform.position = Random.insideUnitCircle * radius;
}
}
That's because you're making a new random number in every update. This is bad for several reasons.
But in this particular instance, not only it is bad, it simply doesn't work. That's because update is called every time a frame is rendered and that means you will always have jerky motion, no matter how you set your speed. For that, you should use deltaTime.
I assume what you want is for the object to move to a point, then start moving towards a new random point. Here is a not-so-elegant solution:
using UnityEngine;
using System.Collections;
public class TestSample : MonoBehaviour {
public float radius = 40.0f;
public float speed = 5.0f;
// The point we are going around in circles
private Vector2 basestartpoint;
// Destination of our current move
private Vector2 destination;
// Start of our current move
private Vector2 start;
// Current move's progress
private float progress = 0.0f;
// Use this for initialization
void Start () {
start = transform.localPosition;
basestartpoint = transform.localPosition;
progress = 0.0f;
PickNewRandomDestination();
}
// Update is called once per frame
void Update () {
bool reached = false;
// Update our progress to our destination
progress += speed * Time.deltaTime;
// Check for the case when we overshoot or reach our destination
if (progress >= 1.0f)
{
progress = 1.0f;
reached = true;
}
// Update out position based on our start postion, destination and progress.
transform.localPosition = (destination * progress) + start * (1 - progress);
// If we have reached the destination, set it as the new start and pick a new random point. Reset the progress
if (reached)
{
start = destination;
PickNewRandomDestination();
progress = 0.0f;
}
}
void PickNewRandomDestination()
{
// We add basestartpoint to the mix so that is doesn't go around a circle in the middle of the scene.
destination = Random.insideUnitCircle * radius + basestartpoint;
}
}
Hope this helps.
I am looking for a help with make a delay in Unity in Update function.
I created something like this below. The cube is moving rotates once and then is waiting > rotates once > waiting ....
And there is my question. How i can make cube rotates constantly for some time instead of once. For Example: Wait 2sec, rotating constantly 5sec, Wait 2sec, rota....
I thinked about replace
ForCube.transform.Rotate (10, 10, 10);
by rotating Animation. But I want create it with transform.Rotate. Is there any option to do this?
using UnityEngine;
using System.Collections;
public class Ruch : MonoBehaviour
{
public float speed = 5;
public GameObject ForCube;
bool work = true;
// Use this for initializat
void Start ()
{
ForCube = GameObject.Find ("Cube");
Debug.Log (ForCube);
}
// Update is called once per frame
void Update ()
{
if (work) {
StartCoroutine (WaitSome ());
}
}
private IEnumerator WaitSome ()
{
work = false;
yield return new WaitForSeconds (3f);
ForCube.transform.Rotate (10, 10, 10);
work = true;
}
}
At the moment it looks like to me you are using a StartCoroutine which will work fine, but if you want maybe a little more control over when to rotate and when to stop you can use the Time.deltaTime The time in seconds it took to complete the last frame (Read Only).http://docs.unity3d.com/ScriptReference/Time-deltaTime.html
So basically you have yourself a float variable called Rotate which is lets say 10f
Then inside of your Update function
void Update ()
{
if(Rotate > 0)
{
Rotate -= Time.deltaTime;
ForCube.transform.Rotate (10, 10, 10);
}
}
Then when Rotate is equal to 0 it will stop, but then you can use your work bool to start a new timer.
One big think to take in is to use the Time.deltaTime, if you don't use this and you just use an int or whatever variable type the timer will differ depending on the FPS of the game for the player.
Let me know if you need anymore help :)
Instead of using coroutines, you can do it directly in the update function like this:
[SerializeField]
private float timeToWait; //In seconds
[SerializeField]
private float timeToRotate; //In seconds
private float timer = 0;
private bool waiting = true; //Set this to false if you want to rotate first, wait later
void Update()
{
if(!waiting) RotateYourObjectALittleBit(); //Call your own function or do whatever you want
timer += Time.deltaTime;
if(timer >= timeToWait && waiting) {
waiting = false;
timer = 0;
}
else if(timer >= timeToRotate && !waiting) {
waiting = true;
timer = 0;
}
}
This code is untested, so please let me know if you require further clarification or if it doesn't work.
Thanks everyone for fast Answer and help to solve my problem. I really appreciate that.
I created something like this:
Version 1.0
When the space key is down the cube start rotating for RotateTime, after this the Timer reset to start value(RotationTime), and u can click again button for rotate.
using UnityEngine;
using System.Collections;
public class Ruch : MonoBehaviour
{
public GameObject ForCube;
public float RotateTime = 5;
public float Timer = 0;
private bool Rotate = false;
// Use this for initializat
void Start ()
{
Timer = RotateTime;
ForCube = GameObject.Find ("Cube");
Debug.Log (ForCube);
}
// Update is called once per frame
void Update ()
{
//Start Rotating When Press Space Key
if (Input.GetKeyDown (KeyCode.Space)) Rotate = true;
else if (!(Input.GetKeyDown (KeyCode.Space))&&Timer <=0) Rotate = false;
RotateForSec (ref Timer);
}
//Function to Rotate for X sec
void RotateForSec(ref float sec)
{
if (Rotate && sec > 0) {
Debug.Log (Time.time);
ForCube.transform.Rotate (10, 10, 10);
sec -= Time.deltaTime;
}
//Reset Rotating Time after rotating
if (!Rotate && sec <= 0) Timer = RotateTime;
}
}
Version 2.0
The rotating of cube continues for 5 seconds and then automatically without pressing a key it wait some time and start over rotating. Again again and again ...
public GameObject ForCube;
public float RotateTime = 5;
public float Timer = 0;
public float PauseTime = 0;
private bool Pause = false;
private bool Rotate = true;
// Use this for initializat
void Start ()
{
Timer = RotateTime;
PauseTime = RotateTime;
ForCube = GameObject.Find ("Cube");
Debug.Log (ForCube);
}
// Update is called once per frame
void Update ()
{
//Start Rotating When Press Space Key
if (Rotate)
Pause = false;
else if (!Rotate) {
Pause = true;
}
if (!Pause)
RotateForSec (ref Timer);
else RotatePause ();
}
//Function to pause PauseTime sec
void RotatePause()
{
if (PauseTime > 0) {
PauseTime -= Time.deltaTime;
} else {
Pause = false;
Rotate = true;
PauseTime = RotateTime;
}
}
//Function to Rotate for X sec
void RotateForSec(ref float sec)
{
if (Rotate && sec > 0) {
Debug.Log (Time.time);
ForCube.transform.Rotate (10, 10, 10);
sec -= Time.deltaTime;
} else Rotate = false;
//Reset Rotating Time after rotating
if (!Rotate && sec <= 0) Timer = RotateTime;
}
}
Its working but what you think about that, is it done correctly or it is a bad way?