I made a right click menu and i want to make objects change material color while i have my mouse on a button in that menu.
This is the code:
Color[] startCo;
public void OnPointerEnter(PointerEventData eventData)
{
GameObject[] objects = GameObject.FindGameObjectsWithTag(myMenu.selected.title);
for (int i = 0; i < startCo.Length; i++)
{
startCo[i] = objects[i].gameObject.GetComponent<MeshRenderer>().material.color;
}
foreach (GameObject obj in objects)
{
obj.gameObject.GetComponent<MeshRenderer>().material.color = Color.red;
}
}
public void OnPointerExit(PointerEventData eventData)
{
GameObject[] objects = GameObject.FindGameObjectsWithTag(myMenu.selected.title);
for (int i = 0; i < objects.Length; i++)
{
objects[i].gameObject.GetComponent<MeshRenderer>().material.color = startCo[i];
}
}
With first for loop it does not work at all, but without it, when I put my mouse on the button, it makes material colors red, but it won't change it back to orginal.
My question is, is there any better way to save original colors with using foreach?
Try this version. It basically does exactly the same thing as your version, but makes sure to initialize the color array before using it (which was probably your main issue). It also keeps a copy of the list of objects whose colors were replaced, which is important in case new objects with a matching tag are created, or existing one's deleted. Finally, it adds a few safeguards to make it more robust in case you want to use ReplaceColors() and RestoreColors() in other places, too.
GameObject[] objectsWithReplacedColors;
Color[] originalColors;
public void OnPointerEnter(PointerEventData eventData)
{
ReplaceColors(GameObject.FindGameObjectsWithTag(myMenu.selected.title), Color.red);
}
public void OnPointerExit(PointerEventData eventData)
{
RestoreColors();
}
private void ReplaceColors(GameObject[] forObjects, Color withColor)
{
if (objectsWithReplacedColors != null) // if there are already objects with replaced colors, we have to restore those first, or their original color would be lost
RestoreColors();
objectsWithReplacedColors = forObjects;
originalColors = new Color[objectsWithReplacedColors.Length];
for (int i = 0; i < objectsWithReplacedColors.Length; i++)
{
originalColors[i] = objects[i].GetComponent<MeshRenderer>().material.color;
objectsWithReplacedColors[i].GetComponent<MeshRenderer>().material.color = withColor;
}
}
private void RestoreColors()
{
if (objectsWithReplacedColors == null)
return;
for (int i = 0; i < objectsWithReplacedColors.Length; i++)
{
if (objectsWithReplacedColors[i]) // check if the objects still exists (it may have been deleted since its color was replaced)
objectsWithReplacedColors[i].GetComponent<MeshRenderer>().material.color = originalColors[i];
}
objectsWithReplacedColors = null;
originalColors = null;
}
Well my guess is you are finding objects every time these methods are called using GameObject.FindGameObjectsWithTag and i am pretty sure the order of these objects returned by FindGameObjectsWithTag is not specified so it can change ever time you call this method. This issue ends up giving you different original colors for different objects. My suggestion would be getting objectsin the Startonce and assigning colors to the array. Then use this array in OnPointerExitfunction.
Other than that your code and logic seems fine to me.
Related
So I'm making a project where I need an Object to mimic the properties of a set of other Objects with a certain time in between.
For that I used the following IEnumerator:
public IEnumerator GoBack(GameObject[] go)
{
for (int i = go.Length-1; i >= 0; i--)
{
if (go[i] != null)
{
GameObject g = go[i];
transform.position = g.transform.position;
sprRenderer.flipX = g.GetComponent<SpriteRenderer>().flipX;
sprRenderer.sprite = g.GetComponent<SpriteRenderer>().sprite;
Destroy(go[i]);
yield return new WaitForSecondsRealtime(rollBack);
}
}
GetComponent<Animator>().Play("EndTurnBack");
}
This basically alters my Object to be equal to the position, sprite and flipX of the object it is mimicking.
The problem is that only the position appears to work and I have no clue as to why
I tried printing in the console what was the sprite and flipX of my Object for each iteration and it is exactly what I want but the results don't appear on the screen.
Context
Hello, currently creating a clone of "Crossy Road" and what I'm trying to do is to spawn my moving object called "Vehicle" at a random speed and rate of spawn. This is also applicable to "Plank", but I will start first with the vehicle. So far, everything is working fine as intended for the game mechanics, but I would like to finalize with this issue so it is fully functional in terms of playability.
Problem
My issue now is I 3 different spawns objects: grass, river, and road. Each object holds other objects (let's call it spawners) depending of what field is being spawn. For example, if grass field object is spawned, it will spawn trees depending in a random varied selection. Another example is with road field. When the road is spawned, a vehicle will be spawned from either left or right in its current initial position. This vehicle will moves as intended with a random speed, but not with the original spawn position and rate (as shown in the GIF. The vehicle spawns in the middle of the road and not in the beginning of the left/right road).
As far I'm aware, my rate is currently unused because it is not the main issue I want to solve. However, the issue now is with the transform position not working as I have pictured in my head. So what is happening is that when the road is spawned again, the vehicle is spawned in the middle of the trajectory instead of resetting to the beginning.
Also, I have noticed that when I print the vehicle object, the Z-axis has a weird number compared to the original position.
Attempts done
I have been thinking that maybe it is the way I have set everything up. I have 4 vehicle objects with a child object called "Tank". However, in each vehicle object, I'm using SetActive(...) only and not really reusing the object itself to the beginning. Later on, I want to organize this spaghetti code and optimize it (e.g ObjectPool to spawn my roads and other GameObjects after hitting a certain range, adding a player range detection to spawn a field to name a few).
To be honest, my whole code feels bloated for something simple. This will be fixed once everything is working accordingly.
Code (DISCLAIMER: there is the possibility that there are unused variables)
SpawnManager.cs (some links provided too from learning to make this)
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/*
** Weighted randomness: https://forum.unity.com/threads/random-numbers-with-a-weighted-chance.442190/
** Scriptable Object Weight spawn example: https://www.youtube.com/watch?v=FCksj9ofUgI&ab_channel=LlamAcademy
** From scratch loot tables with Scriptable Objects to make a loot table: https://www.youtube.com/watch?v=tX3RWsVLnzM&ab_channel=GregDevStuff
** Creating a random with an animation curve: https://www.youtube.com/watch?v=zw1OERK5xvU&ab_channel=HamzaHerbou
** Random Vehicle position spawn (maybe this can help me): https://stackoverflow.com/questions/51312481/move-spawn-object-to-random-position
*/
public class SpawnManager : MonoBehaviour
{
public GameObject Player;
public Spawn[] Field;
public GameObject[] SpawnObjectTrees;
public GameObject[] SpawnObjectVehicles; //different vehicles
public GameObject[] SpawnObjectPlanks; //3 sizes (small, medium, large)
private PlayerControl2 playerControlScript;
private int distancePlayer;
private int toggle;
private bool keepSpawning;
bool vehicleFlag = false;
bool plankFlag = false;
public float randomNumSpawn;
void Awake()
{
keepSpawning = true;
playerControlScript = GameObject.Find("PlayerObject").GetComponent<PlayerControl2>();
InvokeRepeating("Spawner", 3f, randomNumSpawn);
}
void Update()
{
if (Input.GetButtonDown("up") && !playerControlScript.gameOver)
SpawnField();
}
void Spawner()
{
bool activeLeft = false;
bool activeRight = false;
if (vehicleFlag)
{
print(initialObjectSpawn);
for (int i = 0; i < SpawnObjectVehicles.Length; i++)
{
print($"{SpawnObjectVehicles[i]}: {SpawnObjectVehicles[i].transform.position}"); //Here I get the weird position.z values pretty wonky
toggle = Random.Range(0, 2);
if (toggle == 1 && !activeLeft)
{
activeLeft = true;
SpawnObjectVehicles[i].SetActive(true);
}
if (toggle == 0 && !activeRight)
{
activeRight = true;
SpawnObjectVehicles[i].SetActive(true);
}
else
SpawnObjectVehicles[i].SetActive(false);
}
}
}
void SpawnField()
{
//I want to spawn the vehicles, planks, and trees in sets accordingly to the field (grass, river, road)
//For vehicles and planks, they can move horizontally from either -z or z boundaries
//NOTE: keepSpawning may be useless if i have a playerControlScript.gameOver already in here
if (keepSpawning)
{
distancePlayer += 3;
Vector3 intPos = new Vector3(0, 0, 0);
int i = Random.Range(0, 1000);
for (int j = 0; j < Field.Length; j++)
{
if (i >= Field[j].minProbabilityRange && i <= Field[j].maxProbabilityRange)
{
intPos = new Vector3(distancePlayer, -1f, 0);
GameObject Surface = Instantiate(Field[j].spawnField);
if (Surface.CompareTag("Grass"))
TreeToggle();
if (Surface.CompareTag("Road"))
{
vehicleFlag = true;
VehicleToggle();
}
// if (Surface.CompareTag("River")) this will be the same as vehicle
// {
// plankFlag = true;
// PlankToggle();
// }
//Add spawn for vehicles and planks with given spawnrate/spawn intervals
Surface.transform.position = intPos;
vehicleFlag = false;
plankFlag = false;
}
}
}
}
void TreeToggle()
{
int counter = 0;
for (int i = 0; i < SpawnObjectTrees.Length; i++)
{
int toggle = Random.Range(0, 2); //[0, 2)
if (toggle == 1 && counter < 5) //True and when there are already 5-4 trees to toggle
{
counter++;
SpawnObjectTrees[i].SetActive(true);
}
else //fills the rest to inactive Trees
SpawnObjectTrees[i].SetActive(false);
}
}
void VehicleToggle()
{
// I have Left and Right with 2 vehicles in each. My goal is to setActive one of them each side at a time with a different interval spawnrate and speed
Spawner();
}
void PlankToggle()
{
Spawner();
}
}
[System.Serializable]
public class Spawn
{
public GameObject spawnField;
public float minProbabilityRange = 0.0f;
public float maxProbabilityRange = 0.0f;
}
Hierarchy/Inspector
If there is any information you want to know, feel free to ask and I will make a quick edit to fulfill these goals. Again, thank you for your time and appreciate it :D I hope you are having a good day!
I have a Unity script in c# where a public list of sprites is declared and then populated manually in the inspector.
The list consists of 19 sprites of cars.
These cars are available only if the player completed each level.
For example: When you open the game for the first time, you only have 1 available car but if you complete level 1, you unlock another car, when you complete level 2, you get another and so on.
My question is, being that I manually populated the list, how do I go about re-adding the same sprite back when a level is completed?
I was going to use cars.RemoveRange(1, 18) to remove them from the list but do not know a way to add them back without calling every sprite back manually. I believe there is a simpler, better way that I do not know about.
This is the script:
public class CarSelection : MonoBehaviour
{
public List<Sprite> cars; //store all your images in here at design time
public Image displayImage; //The current image thats visible
public Button nextCar; //Button to view next image
public Button previousCar; //Button to view previous image
private int i = 0; //Will control where in the array you are
void OnEnable()
{
//Register Button Events
nextCar.onClick.AddListener(() => NextCarButton());
previousCar.onClick.AddListener(() => PreviousCarButton());
}
private void Start()
{
cars.RemoveRange(1, 18);
if (FinishLineTouch.levelOneComplete == true) {
//Re-adding the same sprites here
}
}
public void NextCarButton()
{
if (i + 1 < cars.Count)
{
i++;
}
}
public void PreviousCarButton()
{
if (i - 1 >= 0)
{
i--;
}
}
void Update()
{
if (LevelSelect.isCarChosen == true) {
nextCar.interactable = false;
previousCar.interactable = false;
}
displayImage.sprite = cars[i];
}
}
Thanks in advance.
You have a small flaw in your logic here.
Saying that you add the car sprites in the inspector, removing all the sprites is not ideal.
You can have a list of all the sprites, and a list with available options (starts with sprite[0] and adds each time you complete the level).
However, if you want to know how to add them back after deleting them, you need to make a copy in a global variable, so it's more efficient to try what I am suggesting above.
You should have two different arrays, one for the sprites, and the other one for if the player unlocked it yet. Or you should create a custom class that has the sprite of the car, and if it is unlocked yet.
Sounds like all you really need to do is make sure the index doesn't exceed the unlocked cars
if(i + 1 < cars.Count && i + 1 <= amountOfFinishedLevels)
{
i++;
// and then you really should do this in both methods and not every frame
displayImage.sprite = cars[i];
}
and don't remove/readd any items at all.
I have an object, which contains a list of GameObjects. I wish to destroy all of these GameObjects in its destructor.
However, when I attempt to call GameObject.Destroy() from inside the destructor, it seems to halt execution (the line after GameObject.Destroy() never executes, but the line before it does)
If i copy and paste exactly the same code into a function called not_a_destructor() and call that instead, it works perfectly. What gives? I've got it working, but I would really like to understand what's going on.
Destructor and not_a_destructor() code:
// Destructor DOES NOT work
~MoveAction(){
for(int i = 0; i < arrows.Count; i++){
Debug.Log("wasd");
GameObject.Destroy(arrows[i]);
Debug.Log("asdf");
}
}
// Identical code, calling not_a_destructor() works perfectly
public void not_a_destructor(){
for(int i = 0; i < arrows.Count; i++){
Debug.Log("PRETEND DESTRUCTOR!");
GameObject.Destroy(arrows[i]);
Debug.Log("GameObject destroyed successfully");
}
}
As requested in comments, a full copy of the class:
public class Action
{
public int type;
public string debug_string;
public GameObject ui_pill; // Only present for Actions created on the client
}
public class MoveAction : Action
{
public int type = ActionType.MOVE;
public MapHex origin;
public List<MapHex> route; // Intermediate hexes travelled through during the move (includes target_hex)
public Fleet fleet;
private List<GameObject> arrows = new List<GameObject>(); // Arrows for the graphical representation of the pending move on the tactical map
public MapHex target_hex {
get {
return route[route.Count - 1];
}
}
public string debug_string {
get {
return "MOVE ACTION WITH FLEET: " + fleet.name;
}
}
public MoveAction(Fleet _fleet, List<MapHex> _route){
fleet = _fleet;
route = _route;
origin = fleet.planned_position;
update_arrows_from_route();
}
public void update_arrows_from_route(){
Material default_material = new Material(Shader.Find("Sprites/Default"));
// Create one arrow for every hex we will pass through.
MapHex last = fleet.planned_position;
foreach (MapHex hex in route){
// Create arrow from last to hex
GameObject arrow_gameobj = new GameObject();
arrow_gameobj.name = "move_order_arrow";
LineRenderer line_renderer = arrow_gameobj.AddComponent<LineRenderer>();
line_renderer.material = default_material;
line_renderer.SetColors(fleet.owner.color, fleet.owner.color);
line_renderer.positionCount = 2;
arrow_gameobj.layer = layers.tactical_map;
Vector3[] line_points = new Vector3[]{last.position, hex.position};
line_renderer.SetPositions(line_points);
line_renderer.startWidth = 0.1f;
line_renderer.endWidth = 0.1f;
arrows.Add(arrow_gameobj);
last = hex;
}
}
public void not_a_destructor(){
for(int i = 0; i < arrows.Count; i++){
Debug.Log("PRETEND DESTRUCTOR!");
GameObject.Destroy(arrows[i]);
Debug.Log("GameObject destroyed successfully");
}
}
~MoveAction(){
for(int i = 0; i < arrows.Count; i++){
Debug.Log("wasd");
GameObject.Destroy(arrows[i]);
Debug.Log("asdf");
}
}
Its probable best to use more of Unity and less of C#, there is a good callback called OnDestroy() which would be a fine place to destroy all the arrows. If execution of your unity code depends on running a finalizer on something, this is a very strong code smell.
Unless you are using IO in a way that REQUIRES an action to happen in a finalizer (possibly things like releasing an IO resource), its best to leave them empty, and put Unity code inside Unity callbacks
I have game for multiple players where each user selects their hero before game starts and that loads the selected heroes into the battle arena.
I have small issue with getting the instantiation to spawn in correct numbers of players
The method that I have for Spawning the characters:
private void Placement()
{
for (int i = 0; i < SelectedCards.Count; i++)
{
for (int t = 0; t < AvailableHeroes.Count; t++)
{
if (AvailableHeroes[t].name == SelectedCards[i].name)
{
Debug.Log(AvailableHeroes[t]);
// Instantiate(AvailableHeroes[t], PlayerSpawnLocation[t].transform.position, transform.rotation);
}
{
}
}
}
}
This script checks for amount of selected hero cards and puts it against my list that has all the available heroes to choose from(prefabs).
The debug.log shows that only the correct heroes get called.
Instantiate ends up spawning a loot of heroes instead of the selected amount.
For clarity I attach full class:
{
private int playerSize; //amount of choices for card selection
private GameManager GM;
[Header("Lists for Spawning in Heroes")]
public List<GameObject> SelectedCards;
public List<GameObject> AvailableHeroes;
public List<Transform> PlayerSpawnLocation;
[Header("Canvas used for the game")]
public Transform GameCanvas;
public Transform CharacterCanvas;
//When scene starts it takes how many players will be picking a card.
void Start()
{
//connects this script with gamenmanager to be able to manipulate the cameras
GM = GameObject.Find("GameManager").GetComponent<GameManager>();
//gets playersize information from main menu selection
PlayerPrefs.GetInt("PlayerSize");
playerSize = PlayerPrefs.GetInt("PlayerSize");
SelectedCards = new List<GameObject>();
//enables/disables correct canvas not to cause any problems when we initiate this scene
GameCanvas.gameObject.SetActive(false);
CharacterCanvas.gameObject.SetActive(true);
}
// Update is called once per frame
void Update()
{
if (playerSize <= 0)
{
Placement();
GM.CharacterSelectionCamera.enabled = false;
GameCanvas.gameObject.SetActive(true);
CharacterCanvas.gameObject.SetActive(false);
GM.BattleCamera.enabled = true;
}
}
public void PlayerSelected(int cardPicked)
{
playerSize -= cardPicked;
}
private void Placement()
{
for (int i = 0; i < SelectedCards.Count; i++)
{
for (int t = 0; t < AvailableHeroes.Count; t++)
{
if (AvailableHeroes[t].name == SelectedCards[i].name)
{
Debug.Log(AvailableHeroes[t]);
// Instantiate(AvailableHeroes[t], PlayerSpawnLocation[t].transform.position, transform.rotation);
}
{
}
}
}
}
}
I hope someone can explain where I am going wrong with this.
Thanks,
I got the answer, I guess I was just being tired from working and could not see the obvious.
For those who wonder what solution is
The method gets called each frame thus it continues to endlessly spawn objects
There are 2 ways to fix it
1 Make coroutine and then return after you make your initial batch
2 Use a boolean at update so not only it checks player size but also whenever it can spawn it or not, you set the boolean to false after method get called.
I did not even notice the update function part.
Just a heads up, in your start function, PlayerPrefs.GetInt("PlayerSize"); is not doing anything since the value is not saved anywhere.