I am coding a tower defense game in Unity, and I've ran into a snag while trying to figure out a way to place towers. My idea is to be able to click an art asset in the game when the player has a certain amount of points, and it replaces that art asset with a tower. Unfortunately, even when the player has the right amount of points, the object does not instantiate. I have made sure to link the prefab to the script, but it doesn't work. I'm stumped, the logic of the code seems right but maybe someone can help me figure out what's wrong here.
public class PointManager : MonoBehaviour
{
public int pointCount;
public Text pointDisplay;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
pointDisplay.text = "Points: " + pointCount;
}
}
public class PlaceTower: MonoBehaviour
{
public GameObject Tower;
private GameObject firstTower;
int placeCost = 25;
private PointManager pointsGained;
// Start is called before the first frame update
void Start()
{
pointsGained = GameObject.FindGameObjectWithTag("Point").GetComponent<PointManager>();
}
// Update is called once per frame
void Update()
{
}
private void OnMouseDown()
{
if (pointsGained.pointCount >= placeCost)
{
firstTower = Instantiate(Tower, transform.position, Quaternion.identity);
//Destroy(this.gameObject);
}
}
}
I got it. The problem was not with my code, but with my prefabs. In the documentation, I misread that OnMouseDown works on objects with colliders. While I had set up a circle collider on the object I was trying to instantiate, I had failed to put one on the object I was trying to instantiate from. Doing so fixed the problem immediately. A simple mistake that I would have completely glanced over had it not been for a second opinion. Thank you, Pac0!
Related
I am making a gunshot code for a zombie shooter, but for some reason whenever I fire more than once in the same time period as the other shot, they don't overlap? Is there any way I can make it so that they do? Also, it only plays occasionally when I wait
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class audioplay : MonoBehaviour
{
public AudioSource source;
public AudioClip clip;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
if (Input.GetMouseButton(0))
{
source.PlayOneShot(clip);
}
}
}
You wouldn't want a shoot function without any cooldown, especially in update. Also check your audio file to see if has blank space in it, like the one I used:
I used Audacity to trim the audio file. (it's free and open source :D )
Code stuff:
using UnityEngine;
public class MyPlayAudio : MonoBehaviour {
public AudioSource audioSource;
public AudioClip audioClip;
public float shootCooldown; //change this according to how fast you want to shoot
private float currentShootCooldown;
void Update()
{
//if you are holding mouse button down and we are ready to shoot
if(Input.GetMouseButton(0) && currentShootCooldown <= 0)
{
Pewpew();
}
//make sure you are not changing the public value
currentShootCooldown -= Time.deltaTime;
}
public void Pewpew()
{
//code whatever gun is supposed to do, like dealing damage
//resets cooldown for pewpew
currentShootCooldown = shootCooldown;
//plays the audio
audioSource.PlayOneShot(audioClip);
}
}
I think .Play might be better if we are thinking about a gun. I don't know, try both and see which one is better for your needs
audioSource.clip = audioClip; //this is not necessary if your gun is only going to do 1 sound.
audioSource.Play();
`
If you want it to overlap, you could for example add that component to two different gameobjects in the scene, that way there will be one frame where the function is called twice. Since Update would run on two objects.
I am trying to do when i destroy all boxes something happen.
My code is;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class destroy : MonoBehaviour
{
private string BALL_TAG = "ball";
public AudioClip coin;
public AudioSource src;
public float numBox = 120f;
public bool isDestroyed;
private void OnCollisionEnter2D(Collision2D collision)
{
if (collision.gameObject.CompareTag(BALL_TAG))
{
src.clip = coin;
src.Play();
Destroy(gameObject);
isDestroyed = true;
}
}
private void Update()
{
boxes();
}
public void boxes()
{
if(isDestroyed == true)
numBox -= 1f;
if(numBox == 119)
SceneManager.LoadScene("mainManu");
}
private IEnumerator Two()
{
yield return new WaitForSeconds(1f);
Destroy(gameObject);
}
}
But it doesn't work.
It is suppose to do when I broke 1 box it sends me to menu.
I think its problem in "numBox -= 1f;" because I don't know hot to make this.
I don't understand your code completely. So, I need to make some assumptions.
I think the Script is attached to the box and every box has this Script. I also think, that your player Shoots Ball. Those Balls have a collider with an ball tag.
There are multiple problems with your code.
The first one is, that your count variable, numBox, is saved in your destroy Script, which is placed on each box.
this means, that every Box is counting for itself.
You have to centralize this. There are multiple ways for doing this.
One way is to declare this variable as static(https://learn.microsoft.com/en-us/dotnet/csharp/language-reference/keywords/static)
This is not best practice, but works.
A Better way is to have a Script on Your Player, which holds this number and every Box searches for this Script and change this number if it is destroyed.
The second big Problem is, that your are doing some really weird thing in your Update and the collision handling
First of all, you are setting isDestroyed to true. Then in your boxes method, which is called in every Frame, you are decrementing your numBox variable by one, if this is Destroyed is true.
So if your Box gets hit, you are decrementing every frame.
After that you are checking every frame if your numBox is 119
If so, you change the Scene.
This is the reason, why you are getting to your MainMenu after only one boy
This behaviour is very weird, because it is totally unnecessary. You can reduce your variable directly in in your OnCollisionEnter2D Method.
There are some little things, which can be improved.
When you are trying to play a Sound, you don't have to specify the AudioClip in code. You can assign this directly in Unity on the AudioSource Component via drag and drop. This makes your code simpler.
You are not calling the Two Coroutine. You've specified this Coroutine but don't call it.
//Script on Player
public class PlayerBoxDestroyManager:MonoBehaviour
{
public int StartBoxes = 120;
private int Boxes;
private void Start()
{
Boxes = StartBoxes;
}
public void DestroyBox()
{
//Reduce our Boxes count
//This is equal to Boxes -= 1
// Boxes = Boxes -1
Boxes--;
// If we have less or zero Boxes left, we End call our EndGame methode
if(Boxes <= 0)
{
EndGame();
}
}
private void EndGame()
{
// We change the Scene to the mainMenu
SceneManager.LoadScene("mainManu");
}
}
```
//Script on all Boxes
public class Box : MonoBehaviour
{
public string Balltag = "ball";
//Audio Source the Audio Clip has to be assigned in the Unity editor
public AudioSource Coin;
private void OnCollisionEnter2D(Collision2D collision)
{
//Check it colliding Object has the right Tag
if(collision.transform.tag == Balltag)
{
//Get the reference to the Player Script
PlayerBoxDestroyManager PBDM = FindObjectOfType<PlayerBoxDestroyManager>();
//We can now access the Destroy Box Methode
PBDM.DestroyBox();
//Play the sound
Coin.Play();
//If we destroy our Object now, the Sound would also be deletet.
//We want to hear the sound, so we have to wait, till the sound is finished.
StartCoroutine(WaitTillAudioIsFinished());
}
}
IEnumerator WaitTillAudioIsFinished()
{
//we wait till the sound is finished
while (Coin.isPlaying)
{
yield return null;
}
//if finished, we destroy the Gameobject
Destroy(gameObject);
}
}
I hope I helped you. If you have questions, feel free to ask.
And sorry for my English:)
First of all I apologize that this texts looks so weird.
It's my first time to use stackoverflow
I start to learn about Unity and C#.
And today I learn about move cube in unity, gonna review the script and I think i failed.
I put script in cube1 at Hierarchy, click the solution build at C# and run at unity.
And didn't work.
public class TRAIN : MonoBehaviour
{
// return cube1 to cube. cube1 is name of cube object in unity
GameObject cube = GameObject.Find("cube1");
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
//move cube1 to z-axis at speed 1
cube.transform.position += new Vector3(0, 0, 1);
}
}
How can I move cube1?
You can't call GameObject.Find() directly there, you should be getting an error in the console.
UnityException: Find is not allowed to be called from a MonoBehaviour constructor (or instance field initializer), call it in Awake or Start instead
Do it in the Awake() or Start() instead.
public class TRAIN : MonoBehaviour
{
GameObject cube;
void Start()
{
cube = GameObject.Find("cube1");
}
I've searched around and I just can't get this to work. I think I just don't know the proper syntax, or just doesn't quite grasp the context.
I have a BombDrop script that holds a public int. I got this to work with public static, but Someone said that that is a really bad programming habit and that I should learn encapsulation. Here is what I wrote:
BombDrop script:
<!-- language: c# -->
public class BombDrop : MonoBehaviour {
public GameObject BombPrefab;
//Bombs that the player can drop
public int maxBombs = 1;
// Update is called once per frame
void Update () {
if (Input.GetKeyDown(KeyCode.Space)){
if(maxBombs > 0){
DropBomb();
//telling in console current bombs
Debug.Log("maxBombs = " + maxBombs);
}
}
}
void DropBomb(){
// remove one bomb from the current maxBombs
maxBombs -= 1;
// spawn bomb prefab
Vector2 pos = transform.position;
pos.x = Mathf.Round(pos.x);
pos.y = Mathf.Round(pos.y);
Instantiate(BombPrefab, pos, Quaternion.identity);
}
}
So I want the Bomb script that's attached to the prefabgameobject Bombprefab to access the maxBombs integer in BombDrop, so that when the bomb is destroyed it adds + one to maxBombs in BombDrop.
And this is the Bomb script that needs the reference.
public class Bomb : MonoBehaviour {
// Time after which the bomb explodes
float time = 3.0f;
// Explosion Prefab
public GameObject explosion;
BoxCollider2D collider;
private BombDrop BombDropScript;
void Awake (){
BombDropScript = GetComponent<BombDrop> ();
}
void Start () {
collider = gameObject.GetComponent<BoxCollider2D> ();
// Call the Explode function after a few seconds
Invoke("Explode", time);
}
void OnTriggerExit2D(Collider2D other){
collider.isTrigger = false;
}
void Explode() {
// Remove Bomb from game
Destroy(gameObject);
// When bomb is destroyed add 1 to the max
// number of bombs you can drop simultaneously .
BombDropScript.maxBombs += 1;
// Spawn Explosion
Instantiate(explosion,
transform.position,
Quaternion.identity);
In the documentation it says that it should be something like
BombDropScript = otherGameObject.GetComponent<BombDrop>();
But that doesn't work. Maybe I just don't understand the syntax here. Is it suppose to say otherGameObject? Cause that doesn't do anything. I still get the error : "Object reference not set do an instance of an object" on my BombDropScript.maxBombs down in the explode()
You need to find the GameObject that contains the script Component that you plan to get a reference to. Make sure the GameObject is already in the scene, or Find will return null.
GameObject g = GameObject.Find("GameObject Name");
Then you can grab the script:
BombDrop bScript = g.GetComponent<BombDrop>();
Then you can access the variables and functions of the Script.
bScript.foo();
I just realized that I answered a very similar question the other day, check here:
Don't know how to get enemy's health
I'll expand a bit on your question since I already answered it.
What your code is doing is saying "Look within my GameObject for a BombDropScript, most of the time the script won't be attached to the same GameObject.
Also use a setter and getter for maxBombs.
public class BombDrop : MonoBehaviour
{
public void setMaxBombs(int amount)
{
maxBombs += amount;
}
public int getMaxBombs()
{
return maxBombs;
}
}
use it in start instead of awake and dont use Destroy(gameObject); you are destroying your game Object then you want something from it
void Start () {
BombDropScript =gameObject.GetComponent<BombDrop> ();
collider = gameObject.GetComponent<BoxCollider2D> ();
// Call the Explode function after a few seconds
Invoke("Explode", time);
}
void Explode() {
//..
//..
//at last
Destroy(gameObject);
}
if you want to access a script in another gameObject you should assign the game object via inspector and access it like that
public gameObject another;
void Start () {
BombDropScript =another.GetComponent<BombDrop> ();
}
Can Use this :
entBombDropScript.maxBombs += 1;
Before :
Destroy(gameObject);
I just want to say that you can increase the maxBombs value before Destroying the game object. it is necessary because, if you destroy game object first and then increases the value so at that time the reference of your script BombDropScript will be gone and you can not modify the value's in it.
I've been working on a simple 2D game in unity and it just has three scenes, the start scene, the game scene, and the game over scene. I want to display the score from the game in the game over screen. I created a score manager game object in the game scene that uses the DontDestroyOnLoad() function to carry it over into the game over screen and I gave it access to the score which is managed by the game manager. I've been debugging my code and the score is translated over into the score manager and is maintained when the game over screen loads, but for some reason it won't let me update the score text object. Here is my code:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class ScoreManager : MonoBehaviour {
public static ScoreManager Instance;
private GameController gameController;
private int scoreInstance;
private Text scoreText;
// When scene is first loaded
void Awake() {
this.InstantiateController();
}
// Use this for initialization
void Start () {
GameObject gameControllerObject = GameObject.FindWithTag("GameController");
if (gameControllerObject != null)
{
gameController = gameControllerObject.GetComponent<GameController>();
}
GameObject scoreTextObject = GameObject.FindWithTag("ScoreText");
if (scoreTextObject != null)
{
scoreText = scoreTextObject.GetComponent<Text>();
}
scoreInstance = 0;
scoreText.text = "";
}
// Update is called once per frame
void Update () {
scoreInstance = gameController.score;
Debug.Log("Score: " + scoreInstance.ToString());
scoreText.text = scoreInstance.ToString();
}
private void InstantiateController ()
{
if (Instance == null)
{
Instance = this;
DontDestroyOnLoad(this);
}
else if (this != Instance)
{
Destroy(this.gameObject);
}
}
}
So I tried to programmatically gather the "score text" ui component in the start function because I figured I can't just make it public and drag in the text component because the score manager is actually in a different scene than the score text object. I also tried adding this whole bit of code to gather the text component into the update function so that it can do that when the score manager is actually a part of game over screen. Nothing seems to work and I have no idea why. Can anybody please help me with this? Also I keep getting a "NullReferenceException: Object reference not set to an instance of an object" error. Thanks in advance for any help.
Unity Start function is only called the first time the script is enabled, i.e. not every time the scene changes for a DontDestroyOnLoad object.
So if you need to wire up some changes after a scene change, you need to either detect the scene change, or have an object that starts in that scene trigger the code you want to run.
Having another object on the new scene trigger things is easy and pretty fool-proof, but there's a builtin function you can add to your other objects:
void OnLevelWasLoaded(int currentLevel)
{
}
This will be called on level changes, and give you the level's number (not name sadly). However, the above is deprecated and they want you to use Unity's SceneManager, so the proper way to set this up is now:
Unity 5 OnLevelWasLoaded?
Start()
{
SceneManager.sceneLoaded += this.OnLoadCallback;
}
void OnLoadCallback(Scene scene, LoadSceneMode sceneMode)
{
// you can query the name of the loaded scene here
}