Hiding countdown when game is paused restarts it when game is resumed - c#

I can pause my game both during gameplay and the pre-gameplay countdown (3, 2, 1) - both are tracked inside the GameManager as UserIsPlaying, only the countdown is tracked as CountdownIsOn as well (as you will see in the script snippets).
The issue I'm facing is that whenever I'm pausing the game during the countdown and then resume, the countdown restarts (I believe this is due to the fact that I'm hiding it as a gameobject and that gameobject has the Countdown script attached to it).
Here's the relevant part of my PauseMenu script (I'm doing the opposite in the Resume public void counterpart of the same script).
public GameObject pauseMenuUI;
public GameObject hidePauseButtonPM;
public GameObject hidePlayer;
public GameObject hideCountdownPause;
public void Pause ()
{
pauseMenuUI.SetActive(true);
hidePauseButtonPM.SetActive(false);
if (GameManager.CountdownIsOn)
{
hidePlayer.SetActive(false);
hideCountdownPause.SetActive(false);
}
if (GameManager.UserIsPlaying && !GameManager.CountdownIsOn)
{
hidePlayer.SetActive(false);
}
Time.timeScale = 0f;
GameIsPaused = true;
}
This is my Countdown script.
public Color color3;
public Color color2;
public Color color1;
Text countdown;
void OnEnable()
{
countdown = GetComponent<Text>();
countdown.text = "3";
StartCoroutine("Countdown");
}
IEnumerator Countdown()
{
int count = 3;
for (int i = 0; i < count; i++)
{
countdown.text = (count - i).ToString();
if ((count - i) == 3)
{
countdown.color = color3;
}
if ((count - i) == 2)
{
countdown.color = color2;
}
if ((count - i) == 1)
{
countdown.color = color1;
}
yield return new WaitForSeconds(1);
}
StartRound();
}
So my question to you is: how do I hide the countdown during Pauseso that it won't restart on Resume?
Thought (and tried to no avail) of changing the Countdown text's alpha to 0 when the game is paused and back to 255 once resuming. Also tried to attach my Countdown script to my Main Camera and changing Text countdown; to public Text countdown; so I can feed my Countdown text to it, but nothing.

Than you are starting a new Coroutine in OnEnable so everytime the GameObject is set to active again.
You should rather check if your countdown was finished before or not and only restart it if it was finished before.
Additionally you are not stopping the Coroutine when you pause note from Coroutines:
Note: Coroutines are not stopped when a MonoBehaviour is disabled, but only when it is definitely destroyed. You can stop a Coroutine using MonoBehaviour.StopCoroutine and MonoBehaviour.StopAllCoroutines. Coroutines are also stopped when the MonoBehaviour is destroyed.
And since you are using Time.timeScale = 0f; to pause you should use WaitForSecondsRealtime for waiting which isn't affected by the Time.timeScale
public Color color3;
public Color color2;
public Color color1;
private Text countdown;
// moved this to outer scope in order to
// "share" it among routines
int count = 3;
// flag to control whether the last countdown was finished
private bool countdownFinished = true;
private void Awake()
{
// do this only once
countdown = GetComponent<Text>();
}
private void OnEnable()
{
countdown.text = count.ToString();
StartCoroutine(Countdown());
}
private void OnDisable()
{
// just to be sure cancel all running Coroutines
// should be done anyway automatically
StopAllCoroutines();
}
private IEnumerator Countdown()
{
// only restart the countdown if it was finished before
// otherwise continue the last one
if (countdownFinished) count = 3;
countdownFinished = false;
// inverting that for loop would make things a lot
// easier for you
while (count > 0)
{
countdown.text = count.ToString();
// better use a switch for that
switch (count)
{
case 3:
countdown.color = color3;
break;
case 2:
countdown.color = color2;
break;
case 1:
countdown.color = color1;
break;
}
yield return new WaitForSecondsRealtime(1);
count--;
}
countdownFinished = true;
StartRound();
}
Result: Continues if countdown didn't finish before disabling, otherwise starts a new countdown.
for the example I just did
private void StartRound()
{
countdown.text = "GO!";
}
Instead of that switch you could also simply use a
public List<Color> colors = new List<Color>();
add your colors to the list (the most top one beeing color1, the most bottom one beeing color3) and than simply use
countdown.color = colors[count -1];

Related

Restart obj number on enable

I am spawning objects on startup,(maxObj = 75) then destroying Obj's on event and disabling spawner Obj. When player wants they can re enable spawner. I need count to start at 0 on enable. Another 75 obj's spawn and are then destroyed. etc. Appreciate any help thanks.
enter code here
private static readonly float _spawnTime = 0.125f;
[SerializeField]
private GameObject _asteroidObject = null;
[SerializeField]
private int _maxObjects = 0;
private int _spawnedObjects = 0;
private float _time = 0;
private void Update()
{
if(_spawnedObjects < _maxObjects)
{
if(_time > _spawnTime)
{
Instantiate(_asteroidObject, transform.position, Quaternion.identity);
++_spawnedObjects;
_time = 0;
}
_time += Time.smoothDeltaTime;
}
}
Touch it is quite unclear how a User shall be able to start the spawn again I would recommend to rather use a Coroutine in general. They are like little temporary Update blocks but easier to control and maintain. It is also more efficient since it doesn't call the Update method every frame also when the maxObjects amount is already reached and nothing is going to happen anyway
[SerializeField]
private GameObject _asteroidPrefab;
[SerializeField]
private float _spawnInterval = 0.125f;
[SerializeField]
private int _maxObjects;
private bool _canStart = true;
// However your player calls this method
public void StartSpawn()
{
// Only start spawning if there is no other spawn routine already running
if(_canStart) StartCoroutine(Spawn());
}
private IEnumerator Spawn()
{
// Just in case ignore if another routine is already running
if(!_canStart) yield break;
// block concurrent routines
_canStart = false;
var interval = new WaitForSeconds(_spawnInterval);
for(var i = 0; i < _maxObjects; i++)
{
Instantiate(_asteroidObject, transform.position, Quaternion.identity);
// yield makes Unity pause this routine and render the frame
// and continue from here in the next frame
// Then since we yield return another IEnumerator in thi case WaitForSconds
// it results exactly in this: Holds here for given seconds and then goes to the next iteration
yield return interval;
}
// re-enable the StartSpawn
_canStart = true;
}
Then in case you additionally also want to automatically start spawning in the beginning you can simply call it in
private void Start()
{
StartSpawn();
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SpawnObj : MonoBehaviour
{
[SerializeField]
private GameObject _asteroidPrefab;
[SerializeField]
private float _spawnInterval = 0.125f;
[SerializeField]
private int _maxObjects;
private bool _canStart = true;
private void Start()
{
StartSpawn();
}
// However your player calls this method
public void StartSpawn()
{
// Only start spawning if there is no other spawn routine already running
if (_canStart) StartCoroutine(Spawn());
}
private IEnumerator Spawn()
{
// Just in case ignore if another routine is already running
if (!_canStart) yield break;
// block concurrent routines
_canStart = false;
var interval = new WaitForSeconds(_spawnInterval);
for (var i = 0; i < _maxObjects; i++)
{
Instantiate(_asteroidPrefab, transform.position, Quaternion.identity);
// yield makes Unity pause this routine and render the frame
// and continue from here in the next frame
// Then since we yield return another IEnumerator in thi case WaitForSconds
// it results exactly in this: Holds here for given seconds and then goes to the next iteration
yield return interval;
}
// re-enable the StartSpawn
_canStart = true;
}
}

Using coroutines to fade in/out TextMeshPro Text Element

I am setting up a "scene intro" with some text saying 'Level 1' using TextMeshPro. I have created the text element in canvas and i am trying to find a way to make it fade in, then wait, and then fade out (Somewhat like what you see when you discover a new place in Skyrim).
So far i tried a versatile solution so i can use the same script for other uses (eg not in the start of the scene, not only fade in etc).
Using TMPro:
...
using TMPro;
...
Start and declaration:
public class IntroFade : MonoBehaviour
{
[SerializeField] private TextMeshProUGUI textToUse;
[SerializeField] private bool fadeIn = false;
[SerializeField] private bool fadeOnStart = false;
[SerializeField] private float timeMultiplier;
private bool FadeIncomplete = false;
private void Start()
{
if (fadeOnStart)
{
if (fadeIn)
{
StartCoroutine(FadeInText(timeMultiplier, textToUse));
FadeIncomplete = true;
}
else
{
StartCoroutine(FadeOutText(timeMultiplier, textToUse));
}
}
}
...
Update in which i want to fadeout once fadein is done
private void Update()
{
if (FadeIncomplete)
{
StartCoroutine(FadeOutText(timeMultiplier, textToUse));
}
}
Corouritnes for the actual fading:
private IEnumerator FadeInText(float timeSpeed, TextMeshProUGUI text)
{
text.color = new Color(text.color.r, text.color.g, text.color.b, 0);
while (text.color.a < 1.0f)
{
text.color = new Color(text.color.r, text.color.g, text.color.b, text.color.a + (Time.deltaTime * timeSpeed));
yield return null;
}
}
private IEnumerator FadeOutText(float timeSpeed, TextMeshProUGUI text)
{
text.color = new Color(text.color.r, text.color.g, text.color.b, 1);
while (text.color.a > 0.0f)
{
text.color = new Color(text.color.r, text.color.g, text.color.b, text.color.a - (Time.deltaTime * timeSpeed));
yield return null;
}
}
public void FadeInText(float timeSpeed = -1.0f)
{
if (timeSpeed <= 0.0f)
{
timeSpeed = timeMultiplier;
}
StartCoroutine(FadeInText(timeSpeed, textToUse));
}
public void FadeOutText(float timeSpeed = -1.0f)
{
if (timeSpeed <= 0.0f)
{
timeSpeed = timeMultiplier;
}
StartCoroutine(FadeOutText(timeSpeed, textToUse));
}
So what happens is it either fades in OR fades out depending on the Coroutine that starts first. I am not able to make it so it fades in, stays on screen for like 2 seconds and then fades out.
I also tried fading in then creating a coroutine to waitforseconds and then call the fadeout coroutine but that didn't work either.
A Coroutine can wait for the completion of another coroutine, thinking about it this way will simplify the problem immensely. You have already created your fade in and fade out, now you just have to run them in sequence with a 2 second wait between them.
private IEnumerator IntroFade (TextMeshProUGUI textToUse) {
yield return StartCoroutine(FadeInText(1f, textToUse));
yield return new WaitForSeconds(2f);
yield return StartCoroutine(FadeOutText(1f, textToUse));
//End of transition, do some extra stuff!!
}
If you are interested, these articles are pretty insightful when it comes to learning more about coroutines.

Counting objects with Coroutine

in my project im trying to count the diferent objects and simulate a little animation, for example i have stars in my game, and i want to count the number of stars in the final of the game from 0 trough the number of stars the user got, so i did this:
public void youWin()
{
audio.Stop ();
StartCoroutine (activatePanel ());
}
IEnumerator activatePanel()
{
yield return new WaitForSeconds (3f);
pausePanel2.SetActive (true);
for (int i = 0; i <= stars; i++) {
yield return new WaitForSeconds (0.2f);
starText2.text = i + "";
}
}
my code worked well for 0.3f on the for loop wait for seconds, but it is too slow, i want it for 0.2f, but something strange happen sometimes it get like a bug and the first number seems to go back, it doesn't count right, someone know what is happening?
It very likely that the activatePanel function is being called from another place while it is already running or the script that contains this code is attached to multiple GameObjects and the activatePanel is again, being called by another function. You can use flag to stop this from happening.
If the coroutine function is already running, use yield break; to break out of it.
bool isRunning = false;
IEnumerator activatePanel()
{
//Exit if already running
if (isRunning)
{
yield break;
}
//Not running, now set isRunning to true then run
isRunning = true;
yield return new WaitForSeconds(3f);
pausePanel2.SetActive(true);
WaitForSeconds waitTime = new WaitForSeconds(0.2f);
for (int i = 0; i <= stars; i++)
{
yield return waitTime;
starText2.text = i.ToString();
}
//Done running, set isRunning to false
isRunning = false;
}
Well i solved it with all of you guys help, actually you all where right, i thaught i was calling the youWin function just 1 time, but i forgot this is unity and i called the youWin inside a trigerEnter function, that means that the object keep enter the triger function and called the youWin function, thank you all here is what i mean with that
Solved it with the bool entered
public class Victory : MonoBehaviour {
Manager gameManager;
// Use this for initialization
public AudioClip clip;
private AudioSource audio;
public Animator girl;
private bool entered;
void OnTriggerEnter(Collider c)
{
if (c.gameObject.tag == "Player" && !entered) {
gameManager.win = true;
audio.clip = clip;
audio.Play ();
gameManager.Ball.GetComponent<MoveBall> ().enabled = true;
girl.SetBool ("win",true);
entered = true;
gameManager.youWin ();
}
}
void Start () {
gameManager = GameObject.Find ("GameController").GetComponent<Manager> ();
audio = GetComponent<AudioSource> ();
entered = false;
}
// Update is called once per frame
void Update () {
}
}

How to constantly rotating with WaitForSeconds in update function - Unity

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?

Finite State Machine issue

Building a FSM for my Game AI class using C# in Unity3D game engine. I have 2 simple game objects right now, a Cube (AI) and a bullet (instantiates when a function is called, code below). Just building the foundation for a much more complex FSM, but early in the semester so building it as I'm learning.
My AI shoots out bullets in throws 5 bullets at a time, when bulletCount is 5 then it changes the state. So essentially I just want it to shoot 5 bullets, wait for a time I choose, reload, shoot 5 more, and continue same process. Basically what happens is perfectly what I want it to do first, as soon as it exits my IEnumerator, it shoots an infinite amount of bullets, even though the first time it did what I wanted.
AIClass
using UnityEngine;
using System.Collections;
public class AIClass : MonoBehaviour
{
public GameObject bullet;
int bulletCount;
float stunned;
public enum CombatAIStates
{
Firing = 0,
Stunned = 1,
Reloading = 2,
Following = 3,
Idle = 4
}
public CombatAIStates currentState = CombatAIStates.Firing;
void Update()
{
switch (currentState)
{
case CombatAIStates.Firing:
StartCoroutine (WaitMethod ());
if(bulletCount <= 5)
{
spawnBullets ();
Debug.Log ("Firing. ");
Debug.Log ("Bullet: ");
Debug.Log (bulletCount);
StartCoroutine (WaitMethod ());
++bulletCount;
}
if(bulletCount > 5)
{
currentState = CombatAIStates.Reloading;
}
break;
case CombatAIStates.Stunned:
Debug.Log ("Stunned.");
StartCoroutine(WaitMethod());
currentState = CombatAIStates.Firing;
//currentState = CombatAIStates.Firing;
break;
case CombatAIStates.Reloading:
Debug.Log ("Reloading.");
StartCoroutine (WaitMethod ());
currentState = CombatAIStates.Stunned;
break;
}
}
IEnumerator WaitMethod()
{
float waitTime = 10;
Debug.Log ("Before yield.");
yield return new WaitForSeconds (waitTime);
Debug.Log ("After yield.");
bulletCount = 0;
}
void spawnBullets()
{
Instantiate(bullet, transform.position, transform.rotation);
}
}
I suspect this is what you are trying to do, stripped down slightly for simplicity:
public int BulletCount = 0;
public enum CombatAIStates
{
Firing = 0,
Reloading = 1,
}
CombatAIStates currentState = CombatAIStates.Firing;
// Update is called once per frame
void Update () {
switch (currentState) {
case CombatAIStates.Firing:
if (BulletCount < 5) {
Debug.Log ("Firing: " + BulletCount);
++BulletCount;
} else {
currentState = CombatAIStates.Reloading;
StartCoroutine(Reload ());
}
break;
case CombatAIStates.Reloading:
// Nothing to do here, Reload() coroutine is handling things.
// Maybe play a 10 second animation here or twiddle thumbs
break;
}
}
IEnumerator Reload()
{
yield return new WaitForSeconds (10.0f);
BulletCount = 0;
//Now update the current combat state
currentState = CombatAIStates.Firing;
}
I didn't change much with the original code. I just moved a state change in to a Reload coroutine that switches back to Firing after 10 seconds and resets the bulletCount. Alternatively you could have the state change in the reload case of your switch. But instead of calling a coroutine just check if bulletCount >= 5, if not then reloading is done and you can switch back to firing.

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