I'm making a simple menu in Unity 2D. I created a toggle that actives the full screen option. At this point, everything is alright.
Then, I wanted to do the same, but pressing the F11 key. Here starts the problem. When I press F11, the screen becomes in fullsize, but the toggle doesn't activates and vice versa.
So, I wanted to create a C# script that checks if Screen.fullscreen is true, it activates the toggle, and if it's false, it deactivates it.
I thonk that this will solve the problem, but no. When I try to press F11 or click on the toggle, the entire window goes crazy. I don't know how to explain it, but the window will start to shake on its own.
I would appreciate if somebody helps me, thank you!
The code of the toggle is this:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ToggleScreen : MonoBehaviour
{
public void togglescreen()
{
if(Screen.fullScreen == true)
{
Screen.fullScreen = false;
}
else
{
Screen.fullScreen = true;
}
}
}
The code of the F11 key is this:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class FullScreenMode : MonoBehaviour
{
void Update()
{
if (Input.GetKeyDown(KeyCode.F11))
{
if (Screen.fullScreen == true)
{
Screen.fullScreen = false;
}
else
{
Screen.fullScreen = true;
}
}
}
}
And the code of the activate and deactivate is this:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class ChangeValue : MonoBehaviour
{
private Toggle onOffSwitch;
private void Awake()
{
onOffSwitch = GetComponent<Toggle>();
}
private void Update()
{
//onOffSwitch.isOn = Screen.fullScreen;
if(Screen.fullScreen == true)
{
onOffSwitch.isOn = true;
}
else
{
onOffSwitch.isOn = false;
}
}
}
You are repeating the fullScreen logic in the ToggleScreen script and the FullScreenMode script. I would combine these (and simplify them) into a ScreenManager class:
using UnityEngine;
public class ScreenManager : MonoBehaviour
{
Toggle onOffSwitch;
void Start()
{
// Don't forget to attach the Toggle component to this game object
onOffSwitch = GetComponent<Toggle>();
// Subscribe to onOffSwitch's onValueChanged event handler
onOffSwitch.onValueChanged.AddListener(delegate
{
// delegate method to call when onOffSwitch.onValueChanged is raised.
ToggleValueChanged(onOffSwitch);
});
}
public static void ToggleFullScreen(bool updateToggleUI)
{
var toggledValue = !Screen.fullScreen;
Screen.fullScreen = toggledValue;
onOffSwitch.isOn = updateToggleUI ? toggledValue : onOffSwitch.isOn;
}
void ToggleValueChanged(Toggle change)
{
// The toggle was already changed via the UI, don't flip it back
ToggleFullScreen(false);
}
}
Then, simply call ScreenManager.ToggleFullScreen() in the FullScreenMode script's Update() method:
using UnityEngine;
public class FullScreenMode : MonoBehaviour
{
// Don't forget to drag the ScreenManager instance to this reference in the inspector
[Serializable]
ScreenManager _screenManager;
void Update()
{
if (Input.GetKeyDown(KeyCode.F11))
{
// Change the Toggle UI since this was triggered with F11
_screenManager.ToggleFullScreen(true);
}
}
}
public class Toggler
{
bool state = false;
public void ToggleState()
{
state = !state; // This sets a Boolean value to the opposite of itself
if (state)
{
// State was just toggled on
}else{
// State was just toggled off
}
}
}
Related
I have a gameObject that needs to call lots of other functions. I was hoping to do something like this
Where I can select the gameobject and script for it to run. I can't figure out how to do this.
I'm calling a function on button click for a gui.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;
public class AvatarSystem : MonoBehaviour
{
public Button general;
public Button face;
public Button hair;
public Button eyebrows;
public Button clothing;
// Start is called before the first frame update
void Start()
{
var root = GetComponent<UIDocument>().rootVisualElement;
general = root.Q<Button>("general");
face = root.Q<Button>("face");
hair = root.Q<Button>("hair");
eyebrows = root.Q<Button>("eyebrows");
clothing = root.Q<Button>("clothing");
general.clicked += generalClicked;
face.clicked += faceClicked;
hair.clicked += hairClicked;
eyebrows.clicked += eyebrowsClicked;
clothing.clicked += clothingClicked;
}
void generalClicked()
{
}
void faceClicked()
{
}
void hairClicked()
{
}
void eyebrowsClicked()
{
}
void clothingClicked()
{
}
}
The 5 bottom functions should do something like the top image. Thanks
You can this script which creates buttons in the inspector.
This should be outside of your AvatarSystem class.
using Unity.Editor;
[CustomEditor(typeof(AvatarSystem))]
public class AvatarSystemGUI : Editor
{
public override void OnInspectorGUI()
{
AvatarSystem t = AvatarSystem(target);
if (GUILayout.Button("Test"))
{
t.ExampleMethod();
}
}
}
Let me know of any problems! :)
You want to use a Unity Event
You can use UnityEvent<T> to pass a dynamic type in your function.
Then you can use Unity IPointerClickHandler to capture a click on the object.
You can use AddListener of UnityEvent;
you can write the code like this;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;
public class AvatarSystem : MonoBehaviour
{
public Button general;
public Button face;
public Button hair;
public Button eyebrows;
public Button clothing;
// Start is called before the first frame update
void Start()
{
var root = GetComponent<UIDocument>().rootVisualElement;
general = root.Q<Button>("general");
face = root.Q<Button>("face");
hair = root.Q<Button>("hair");
eyebrows = root.Q<Button>("eyebrows");
clothing = root.Q<Button>("clothing");
general.onClick.AddListener(() => {
this.generalClicked();
this.faceClicked();
this.hairClicked();
this.eyebrowsClicked();
this.clothingClicked();
}) ;
}
void generalClicked()
{
}
void faceClicked()
{
}
void hairClicked()
{
}
void eyebrowsClicked()
{
}
void clothingClicked()
{
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Resetscr : MonoBehaviour
{
public List<GameInstance> quizInstances;
// Start is called before the first frame update
void awake()
{
quizInstances[0].Score = 0;
}
// Update is called once per frame
void Update()
{
}
}
I made a quiz game and I have a score panel, score and game instance. (each test has its own score panel, score and game instance).
I need a button script that on click resets the current test and score panel that will reset the score to 0.
What should I write in my script to make this action happen (score panel and current test transport data of the score from one scene to another and I need the data to be erased just when I click that button).
Should I use a button script for each game instance or is there a way to make it universal?
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using System;
public class ScorePanel1 : MonoBehaviour
{
// better if you can already reference this via Inspector
[SerializeField] Text text;
void Awake()
{
if (!text) text = GetComponent<Text>();
// it's always save to remove listeners before adding them
// makes sure it is added only once
GameInstance1.OnScoreChanged -= OnScoreChanged;
GameInstance1.OnScoreChanged += OnScoreChanged;
// invoke once now with current value
OnScoreChanged(GameInstance1.Score);
}
private void OnDestroy()
{
GameInstance1.OnScoreChanged -= OnScoreChanged;
}
private void OnScoreChanged(int newValue)
{
text.text = "Score: " + newValue;
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class Score1 : MonoBehaviour
{
public Text scoreText;
public Button button;
// Use this for initialization
void Start()
{
DontDestroyOnLoad(gameObject);
if (!button) button = GetComponent<Button>();
button.onClick.AddListener(() => { GameInstance1.Score++; });
GameInstance1.OnScoreChanged -= OnScoreChanged;
GameInstance1.OnScoreChanged += OnScoreChanged;
// invoke once now with current value
Debug.LogFormat("Current Score: {0}", GameInstance1.Score);
OnScoreChanged(GameInstance1.Score);
}
private void OnDestroy()
{
GameInstance1.OnScoreChanged -= OnScoreChanged;
}
private void OnScoreChanged(int newValue)
{
scoreText.text = "Score: " + newValue;
}
// These two make not much sense .. since the value already was public
// you wouldn't need methods for this
// anyway now you could directly do it on GameInformation instead
public void AddScore(int s)
{
GameInstance1.Score += s;
}
public int GetScore()
{
return GameInstance1.Score;
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
public static class GameInstance1
{
// Start is called before the first frame update
private static int _score = 0;
// have an event to register listeners
public static event Action<int> OnScoreChanged;
// public property
public static int Score
{
get { return _score; }
set
{
_score = value;
// invoke an event to inform all registered listeners
OnScoreChanged?.Invoke(_score);
}
}
}
You need to provide more Details.
Look like some issues with this approach.
button.onClick.AddListener(() => { GameInstance1.Score++; });
as there is no Check whether Answer is right or wrong. It will keep adding score.
You can work around your problem by having a single Canvas for entire game and don't destroy the Canvas and gameobject keep the callback of the buttons using
DontDestroyOnLoad(gameObject);
Now you need to keep the Refrence of buttons in that script instead of all the Score1 instance, So that Each Score1 instance can add listener and remove listener when required.
Now in Start of each Score1 instance you can do subscribe to the Button Listener and remove old listeners.
private ButtoncallbackHandler buttoncallback;
void Start ()
{
buttoncallback= GameObject.FindObjectOfType<ButtoncallbackHandler >();
if(buttoncallback)
{
buttoncallback.ScoreButton.onClick.AddListener(() => AnswerValidity());
buttoncallback.ResetButton.onClick.AddListener(() => OnResetClick());
}
}
void AnswerValidity()
{
if(answerisCorrect)
{
GameInstance1.Score++;
}
else
{
///Wrong Answer Logic.
}
// Update your Text Box here
UpdateTextBox();
}
void OnResetClick()
{
// Do what you want to do in reset
UpdateTextBox();
}
Similarly Implement the ResetButton, you can do Reset Current Instacne score or all scores depends on you, Keep single textbox for entire game.
I am a beginner of Unity 3D. I am writing an android app, and my start menu has an exit button. My idea is just very simple: after users press the exit button, the application will close.
I know Application.Quit() for quiting an app. But I just dont know how to detect a touch from user on a button and return the application.quit() method. Should I use sth like button.onclick or input.getTouch?
This is my code:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class ExitButton : MonoBehaviour {
public Button exitButton;
void Start()
{
Button btn = exitButton.GetComponent<Button>();
btn.onClick.AddListener(TaskOnClick);
}
void TaskOnClick()
{
Application.Quit ();
Debug.Log("You touched this button.");
}
}
After I tried to play my app, I get this error:
NullReferenceException: Object reference not set to an instance of an object
ExitButton.Start()
And it seems that I cant get signal from user touching the button.
Can someone give me a help?
I have linked my button in inspector, but i am not able to find my function name:TaskOnClick()
Inspector
Put the following code into a script
public void QuitGame()
{
Application.Quit();
}
attach the script to a game object then assign the button to a method using the OnClick window at the bottom of the button component in the inspector.
Attach the game object to the OnClick and choose the QuitGame function.
Note. This will only work in the build of the game and not in the editor.
You are mixing up between two methods of using a button.
If you are following #Jack Foulkes's method then you don't need to assign the button externally. That means you don't need the following code:
public Button exitButton;
void Start()
{
Button btn = exitButton.GetComponent<Button>();
btn.onClick.AddListener(TaskOnClick);
}
If you use the above code, then you don't need to add OnClick event listener in inspector, as you are already adding it inside your code. Only your code will work. You are getting the null reference, because you haven't assigned the exitButton from inspector actually.
It should look like this in the inspector:
inspector
simple you have problem with access modifiers to fix this just type
public void TaskOnClick()
{
Application.Quit ();
}
check this video it's will help you create a professional gui.
How to make a professional GUI using unity
Create a script with the following contents and then attach it to the corresponding button click
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ExitButton : MonoBehaviour {
public void ExitGame()
{
print("Exiting...");
Application.Quit();
}
}
Hello,
All you need to do is to just make this function Public
like this:
public void TaskOnClick()
{
Application.Quit();
}
You Can Also make an if statement to make it much better :)
FOR EXAMPLE:
public void TaskOnClick()
{
if (Input.GetKeyDown(KeyCode.Escape) // You Can also change the key
{
Application.Quit();
}
}
And If you want to make it less effort MAKE a Function
TRY THIS:
public void ExitFunction()
{
if (Input.GetKeyDown(KeyCode.Escape) // Or Any Other Key
{
Application.Quit();
Debug.Log("exitgame");
}
}
Public void TaskOnClick()
{
ExitFunction();
}
And Also Here is the code if you want to make the same function but on the left Mouse Button Click
public void ExitFunction()
{
if (Input.GetMouseButtonDown(0))
{
Application.Quit();
Debug.Log("exitgame");
}
}
public void TaskOnClick()
{
ExitFunction();
}
If you want it with the Right Mouse Button
Here is the Answer:
public void ExitFunction()
{
if (Input.GetMouseButtonDown(1))
{
Application.Quit();
Debug.Log("quitgame");
}
}
public void TaskOnClick()
{
ExitFunction();
}
If you want it but with the middle buttonHere is the Answer:
public void ExitFunction()
{
if (Input.GetMouseButtonDown(2))
{
Application.Quit();
Debug.Log("quitgame");
}
}
public void TaskOnClick()
{
ExitFunction();
}
Full Best Code:
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class ExitButton : MonoBehaviour
{
public void ExitFunction()
{
if (Input.GetMouseButtonDown(0))
{
Application.Quit();
Debug.Log("quitgame");
}
}
public void TaskOnClick()
{
ExitFunction();
}
}
Lesson Summary:
-- Sometimes Use public when we need it like when we use GameObjects and Transforms for example.
-- if () statement is used to make the I.D.E understands the very specific objects like Do an action when .... is pressed.
Thank you.
Hope This Helped
Eyad ,
A Professional Game Developer & Front End Web Developer
Do you link your button in inspector?
EDIT.
I think this should be changed also:
void TaskOnClick()
{
Debug.Log("You touched this button.");
Application.Quit ();
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[ExecuteInEditMode]
public class Menu : MonoBehaviour {
// Use this for initialization
void Start ()
{
}
// Update is called once per frame
void Update ()
{
if (Input.GetKeyDown("m"))
Debug.Log("menu");
}
}
First the Update function is not calling in scene view.
And second how can i add in the Start or in other event a box menu like ? For example:
GUILayout.Window(0, new Rect(10, 10, 100, 100), (id)=> {
GUILayout.Button("A Button");
},
Solution:
using UnityEditor;
using UnityEngine;
public class SceneGUI : EditorWindow
{
[MenuItem("Window/Scene GUI/Enable")]
public static void Enable()
{
SceneView.onSceneGUIDelegate += OnScene;
Debug.Log("Scene GUI : Enabled");
}
[MenuItem("Window/Scene GUI/Disable")]
public static void Disable()
{
SceneView.onSceneGUIDelegate -= OnScene;
Debug.Log("Scene GUI : Disabled");
}
private static void OnScene(SceneView sceneview)
{
Handles.BeginGUI();
if (GUILayout.Button("Destroy Objects", GUILayout.Width(100), GUILayout.Height(100)))
{
}
Handles.EndGUI();
}
}
I've been having problems with my code for unity. I'm using C Sharp and Unity 5.0.2f Personal Edition. Here's my code:
using UnityEngine;
using System.Collections;
public class ButtonEvent : MonoBehaviour {
public void LoadScene(int SceneToChangeTo){
Application.LoadLevel (SceneToChangeTo);
}
}
This should change the to an integer scene but when I go to the button.onclick() in the inspector and add the script nothing comes up about changing scene (Note: The script is under "_Manager" (An empty GameObject))
Add a listener for your button and make sure you put a value in numberOfLevel variable and assign your button to MyButton in the inspector or you will get a null reference exception
[SerializeField] private Button MyButton = null; // assign in the editor
public int numberoflevel;
void Start() { MyButton.onClick.AddListener(() => { changeScene(numberoflevel);});
}
public void LoadScene(int SceneToChangeTo){
Application.LoadLevel (SceneToChangeTo);
}
use this code:
using UnityEngine.SceneManagement;
///***///
public void LoadGameLevel(int SceneToChangeTo)
{ SceneManager.LoadScene(SceneToChangeTo);
}
//or
public void LoadGameLevel(string SceneName)
{ SceneManager.LoadScene(SceneName);
}
note: Worked in OnMouseDown() and Unity Ui and other