In one of my games, a snake like, I have a bug where the parts are supposed to be 0.125f apart, but instead, the the distance between is the same as the distance between the first and second part.
What I believe to be the relevant code:
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class SnakeHead : MonoBehaviour
{
public float growTime = 5;
private float moveSpeed;
private Transform origin, prevPart = null;
private List<GameObject> snakeBodyPartsList;
public Mesh mesh;
public Material material;
private GameObject body, sphere;
private RaycastHit hit;
void Start()
{
sphere = GameObject.Find("Sphere");
origin = new GameObject("SnakeHead Origin").transform;
origin.parent = sphere.transform;
transform.parent = origin;
snakeBodyPartsList = new List<GameObject>();
snakeBodyPartsList.Add(gameObject);
StartCoroutine("addBodyPart");
}
void Update()
{
if (Input.GetKey(KeyCode.Escape))
{
Application.Quit();
}
foreach (GameObject part in snakeBodyPartsList)
{
moveSpeed = 30 + (snakeBodyPartsList.Count * 2.5f);
if (part == gameObject)
{
if (Input.GetKey("a") || Input.GetKey("d"))
{
var turnRate = Input.GetKey("a") ? -120 : 120;
part.transform.parent.Rotate(0, 0, turnRate * Time.deltaTime);
}
part.transform.rotation = Quaternion.LookRotation(transform.forward, part.transform.position - sphere.transform.position);
part.transform.parent.rotation = Quaternion.AngleAxis(moveSpeed * Time.deltaTime, Vector3.Cross(part.transform.parent.position - part.transform.position, part.transform.forward)) * part.transform.parent.rotation;
}
else
{
part.transform.rotation = Quaternion.LookRotation(prevPart.transform.position, part.transform.position - sphere.transform.position);
if (prevPart != null && Vector3.Distance(part.transform.position, prevPart.position) > 0.125f)
{
// moveSpeed = moveSpeed + Vector3.Distance(part.transform.position, prevPart.position)* 100;
part.transform.parent.rotation = Quaternion.AngleAxis(moveSpeed * Time.deltaTime, Vector3.Cross(part.transform.parent.position - part.transform.position, -(prevPart.position - part.transform.position).normalized * 0.125f)) * part.transform.parent.rotation;
}
}
returnToSurface(part);
prevPart = part.transform;
}
}
private IEnumerator addBodyPart()
{
yield return new WaitForSeconds(1);
body = createNewGameObject(body, "Body " + snakeBodyPartsList.Count, null, mesh, material, snakeBodyPartsList[snakeBodyPartsList.Count - 1].transform.position, Vector3.one / 10, true, true);
snakeBodyPartsList.Add(body);
yield return new WaitForSeconds(Mathf.Abs(growTime - 1));
StartCoroutine("addBodyPart");
}
public GameObject createNewGameObject(GameObject uGO, string Name, Transform Parent, Mesh Mesh, Material Material, Vector3 Position, Vector3 localScale, bool needsOrigin, bool needscollider)
{
uGO = new GameObject(Name);
if (needsOrigin)
{
origin = new GameObject("BodyPart Origin " + snakeBodyPartsList.Count).transform;
origin.parent = sphere.transform;
uGO.transform.parent = origin;
}
else
{
uGO.transform.parent = Parent;
}
uGO.gameObject.AddComponent<MeshFilter>().mesh = Mesh;
uGO.AddComponent<MeshRenderer>().material = Material;
uGO.transform.position = Position;
uGO.transform.localScale = localScale;
if (needscollider)
{
uGO.AddComponent<BoxCollider>().size = Vector3.one;
uGO.GetComponent<BoxCollider>().isTrigger = true;
}
uGO.transform.forward = transform.forward;
uGO.transform.rotation = transform.rotation;
return uGO;
}
void returnToSurface(GameObject a)
{
if (Vector3.Distance(a.transform.position, sphere.transform.position) > 1.05)
{
while (Vector3.Distance(a.transform.position, sphere.transform.position) >= 1.045)
{
a.transform.position = new Vector3(a.transform.position.x, a.transform.position.y, a.transform.position.z - 0.001f);
}
}
else if (Vector3.Distance(a.transform.position, sphere.transform.position) < 1.04)
{
while (Vector3.Distance(a.transform.position, sphere.transform.position) <= 1.045)
{
a.transform.position = new Vector3(a.transform.position.x, a.transform.position.y, a.transform.position.z + 0.001f);
}
}
}
public List<GameObject> getPartsList()
{
return snakeBodyPartsList;
}
}
The movement of the block is probably badly coded because I am fairly new, any general tips and cleanup is generally welcome also. The blocks are moving around a sphere hence the perhaps odd seeming movement code.
I might be wrong about this, but I don't have enough rep to comment, so I'll post it as a reply for you to try:
Since your issue is only between the head and first body part, I'm imagining your issue is because there's no prevPart set on the first run (the gameObject body part isn't necessarily the first one to be checked in the foreach). You might want to try handling the first if-statement before the foreach, so that everything is guaranteed to be set up properly for the first run. You can keep the gameObject body part out of the list or handle the case with an if (like in this example).
Something like this:
void Update()
{
moveSpeed = 30 + (snakeBodyPartsList.Count * 2.5f);
// First update the head (gameObject)
if (Input.GetKey("a") || Input.GetKey("d"))
{
var turnRate = Input.GetKey("a") ? -120 : 120;
transform.parent.Rotate(0, 0, turnRate * Time.deltaTime);
}
transform.rotation = Quaternion.LookRotation(transform.forward, transform.position - sphere.transform.position);
transform.parent.rotation = Quaternion.AngleAxis(moveSpeed * Time.deltaTime, Vector3.Cross(transform.parent.position - transform.position, transform.forward)) * transform.parent.rotation;
returnToSurface(part);
prevPart = part.transform;
// Then update the body (snakeBodyPartsList)
foreach (GameObject part in snakeBodyPartsList)
{
if (part != gameObject)
{
if (prevPart != null) // prevPart is already used here, so you might as well check it here instead of after the next line
{
part.transform.rotation = Quaternion.LookRotation(prevPart.transform.position, part.transform.position - sphere.transform.position);
if (Vector3.Distance(part.transform.position, prevPart.position) > 0.125f)
{
part.transform.parent.rotation = Quaternion.AngleAxis(moveSpeed * Time.deltaTime, Vector3.Cross(part.transform.parent.position - part.transform.position, -(prevPart.position - part.transform.position).normalized * 0.125f)) * part.transform.parent.rotation;
}
}
else
{
Debug.Log('No prevPart in the snakeBodyPartsList foreach'); // EDIT: Might as well add something here just in case... :)
}
returnToSurface(part);
prevPart = part.transform;
}
}
}
Does that help?
PS: The movement code looks fine to me, but you might want to give your magic numbers variable names for clarity.
So, this was solved by halving the move speed of the head during turning, havnt figure out why but the head moves faster than the body when turning causing it to pull away from the body parts. Thanks #Bruins from solent uni.
Related
I am trying to make a grappling hook more fluent but as of right now it is very choppy and does not have the right feel. It currently makes a line and pulls the player there. I have not tried anything yet because I am not even sure we're to start on fixing this. Here is all the grappling code below. `using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[RequireComponent(typeof(SFPSC_PlayerMovement))] // PlayerMovement also requires Rigidbody
public class SFPSC_GrapplingHook : MonoBehaviour
{
public bool IsGrappling
{
get { return isGrappling; }
}
private SFPSC_PlayerMovement pm;
private Rigidbody rb;
private int segments;
private void Start()
{
segments = rope.segments;
pm = this.GetComponent<SFPSC_PlayerMovement>();
rb = this.GetComponent<Rigidbody>();
}
private bool isGrappling = false;
private void Update()
{
if (crossHairSpinningPart != null)
{
// we need 2 raycasts bc w/ 1 you can grapple through colliders which isn't good
if (Physics.Raycast(SFPSC_FPSCamera.cam.transform.position, SFPSC_FPSCamera.cam.transform.forward, out hitInfo, maxGrappleDistance, layerMask))
{
hitName = hitInfo.collider.name;
if (Physics.Raycast(SFPSC_FPSCamera.cam.transform.position, SFPSC_FPSCamera.cam.transform.forward, out hitInfo, maxGrappleDistance))
{
if (hitName != hitInfo.collider.name)
goto _else;
crossHairSpinningPart.gameObject.SetActive(true);
crossHairSpinningPart.Rotate(Vector3.forward * crossHairSpinSpeed * Time.deltaTime);
goto _out;
}
}
_else:
crossHairSpinningPart.gameObject.SetActive(false);
}
_out:
if (!isGrappling)
{
if (Input.GetKeyDown(SFPSC_KeyManager.Grapple))
Grapple();
return;
}
else
{
if (!Input.GetKey(SFPSC_KeyManager.Grapple))
UnGrapple();
GrappleUpdate();
return;
}
}
[Header("Properties")]
public float maxGrappleDistance = 100.0f;
public SFPSC_Rope rope;
public float maximumSpeed = 100.0f;
public float deceleration = 2500.0f; // This is how much the player is going to decelerate after stopped grappling
public float deceleratingTime = 1.4f; // This is the time the decelerating is going to act on the player after stopped grappling
public RectTransform crossHairSpinningPart;
public float crossHairSpinSpeed = 200.0f;
public float distanceToStop = 2.0f;
public LayerMask layerMask;
public float grappleCooldown = 1.0f;
private bool isBlocked = false;
private Transform location; // the grappled location
private RaycastHit hitInfo;
private string hitName;
public void Grapple()
{
if (isBlocked)
return;
// we need 2 raycasts bc w/ 1 you can grapple through colliders which isn't good
if (Physics.Raycast(SFPSC_FPSCamera.cam.transform.position, SFPSC_FPSCamera.cam.transform.forward, out hitInfo, maxGrappleDistance, layerMask))
{
hitName = hitInfo.collider.name;
if (Physics.Raycast(SFPSC_FPSCamera.cam.transform.position, SFPSC_FPSCamera.cam.transform.forward, out hitInfo, maxGrappleDistance))
{
if (hitName != hitInfo.collider.name)
return;
// We create a GameObject and we parent it to the grappled object.
// If we don't parent it to the object and the object moves the player is stuck only on one location instead of the moving object.
location = new GameObject().transform;//Instantiate(new GameObject(), hitInfo.point, Quaternion.identity).transform;
location.position = hitInfo.point;
location.parent = hitInfo.collider.transform;
if (decelerateTimer != 0.0f)
StopCoroutine(Decelerate());
pm.DisableMovement();
// Rope attaching
rope.segments = (int)((hitInfo.distance / maxGrappleDistance) * segments);
rope.Grapple(transform.position, hitInfo.point);
rb.useGravity = false;
isGrappling = true;
}
}
}
private Vector3 grappleForce;
public void UnGrapple()
{
if (!isGrappling)
return;
if (location != null)
Destroy(location.gameObject);
if (decelerateTimer == 0.0f)
StartCoroutine(Decelerate());
else
decelerateTimer = 0.0f;
pm.EnableMovement();
// Rope detaching
rope.UnGrapple();
Invoke("UnblockGrapple", grappleCooldown);
rb.useGravity = true;
isGrappling = false;
}
private void UnblockGrapple()
{
isBlocked = false;
}
private float decelerateTimer = 0.0f, max;
private IEnumerator Decelerate()
{
WaitForEndOfFrame wfeof = new WaitForEndOfFrame();
max = deceleratingTime * Mathf.Clamp01(targetDistance / 10.0f) * Mathf.Clamp01(rb.velocity.magnitude / 30.0f);
for (; decelerateTimer < max; decelerateTimer += Time.deltaTime)
{
rb.AddForce(-rb.velocity.normalized * deceleration * (1.0f - decelerateTimer / max) * Mathf.Clamp01(rb.velocity.sqrMagnitude / 400.0f) * Time.deltaTime, ForceMode.Acceleration);
yield return wfeof;
}
decelerateTimer = 0.0f;
}
private Vector3 dir;
private float speed = 0.0f, targetDistance;
private void GrappleUpdate()
{
if (location == null)
return;
targetDistance = Vector3.Distance(transform.position, location.position);
rope.segments = (int)((targetDistance / maxGrappleDistance) * segments);
dir = (location.position - transform.position).normalized;
rb.velocity = Vector3.Lerp(rb.velocity, dir * maximumSpeed * Mathf.Clamp01(targetDistance / (4.0f * distanceToStop)), Time.deltaTime);
// Rope updating
rope.UpdateStart(transform.position);
rope.UpdateGrapple();
}
private Vector3 ClampMag(Vector3 vec, float maxMag)
{
if (vec.sqrMagnitude > maxMag * maxMag)
vec = vec.normalized * maxMag;
return vec;
}
}
`
Try using FixedUpdate instead of Update for physics based work (basically all of your code in Update right now). Update is dependent on your computer's clock speed and refresh rate (more or less), and gets called at fairly irregular intervals, because the next update is called in the next frame, after the present frame has finished processing. FixedUpdate makes it frame-rate independent.
Also, you can cap your framerate using Application.targetFrameRate and cap it to a decent FPS.
You could also multiply your movement with Time.deltaTime for smoother movement, although this is a standard practice and yet debatable for use as a smoothing value.
I'm making a ladder for my Unity game. Nothing much happens when you hover over it (that's normal). I want to freeze gravity by setting gravityscale 0 whenever the up arrow key is pressed (or w). Thankfully that works. Unfortunately though whenever I go down, gravity is still 0 but somehow my character falls back to the ground.
Here's my player code. Sorry the formatting is very bad; I just deleted the things that didn't have to do with ladders so you won't read irrelevant details.
// ladder
public float climb;
public float climbspeed;
public float gravitystore;
public bool laddered;
public GameObject laddercheck;
public float upaxis;
public xpositionladdercheck ladderx;
// Start is called before the first frame update
void Start()
{
ladderx = FindObjectOfType<xpositionladdercheck>();
jumptimecounter = Jumptime;
jumpscriptbetter = FindObjectOfType<BetterJump>();
gameover = false;
respawnscreen = FindObjectOfType<RespawnIntermission>();
lives = 5;
atkindex = FindObjectOfType<attackindex>();
scale =transform.localScale;
basicattackscript = FindObjectOfType<BasicAttack>();
basicattacksupply = 0;
rb = GetComponent<Rigidbody2D>();
gravitystore = rb.gravityScale;
}
// Update is called once per frame
private void Update()
{
horimove = Input.GetAxis("Horizontal");
if (isDead == false)
{
upaxis = Input.GetAxis("Vertical");
anim.SetFloat("run", Mathf.Abs(horimove));
if (Input.GetKeyDown(KeyCode.Space) && laddered)
{
jumpladder();
}
anim.SetFloat("run", Mathf.Abs(horimove));
if (laddered && Mathf.Abs(upaxis) > .01)
{
rb.gravityScale = 0;
climbm();
} else if (!laddered)
{
rb.gravityScale = gravitystore;
}
if (laddered&&Input.GetKeyDown(KeyCode.Space))
{
StartCoroutine("jumpable");
}
rb.velocity = new Vector2(speed * horimove * Time.fixedDeltaTime, rb.velocity.y);
if (Input.GetKey(KeyCode.Space) && OnGround)
{
jump();
}
}
}
IEnumerator jumpable()
{
laddercheck.SetActive(false);
yield return new WaitForSeconds(.8f);
laddercheck.SetActive(true);
}
void climbm()
{
if (laddered)
{
if (upaxis > .1f) {
} else if (!laddered)
{
rb.constraints = RigidbodyConstraints2D.FreezeRotation;
}
rb.velocity = Vector2.up * climbspeed * upaxis *Time.deltaTime;
transform.position = new Vector2(ladderx.ladderxpos, rb.position.y);
// the ladder.x things is just a script that gets the x position of the ladder but it works well so ignore that.
}
}
public void jump()
{
}public void jumpladder()
{
if (Input.GetKeyDown(KeyCode.Space))
{
rb.AddForce(Vector2.up * jumpforce * Time.fixedDeltaTime);
}
}
}
}
I set mass to the lowest (.0001) and still the same thing happens. I didn't include the ladderx position script or the sensing that I'm even on a ladder script but that's irrelevant to the question. It senses everything just fine and the xposition script works well as well.
I figured it out. For some reason I had to set the Physics2D.gravity to new Vector2 (0,0); whenever I climb the ladder. Then I made a vector 2 physgravity variable that stores the natural gravity and set it back to that whenever I leave the ladder.
public Vector2 physgravity;
physgravity = Physics2D.gravity;
Physics2D.gravity = new Vector2(0f, -9.81f);
private void Update()
{
if (!laddered)
{
Physics2D.gravity = new Vector2(0f, -9.81f);
}
____________________ (later on in the script)
if (laddered && Mathf.Abs(upaxis) > .01)
{
rb.gravityScale = 0;
Physics2D.gravity = new Vector2(0, 0);
rb.velocity = new Vector2(0, 0);
climbm();
I'm not sure what's going on but one of my coroutines is completely crashing unity. This is the coroutine in question.
IEnumerator attack()
{
currentState = state.attack;
pathFinder.enabled = false;
Vector3 origin = transform.position;
Vector3 attackPos = target.position;
float percent = 0;
float attackSpeed = 3;
while(percent <= 1)
{
percent += Time.deltaTime * attackSpeed;
float interpolation = (-Mathf.Pow(percent, 2) + percent) * 4;
transform.position = Vector3.Lerp(origin, attackPos, interpolation);
yield return null;
}
currentState = state.chase;
pathFinder.enabled = true;
}
A lot of code here might seem bad. I'm following a tutorial, probably heard that one a lot here, and on their end, it seems to be working fine but right when I press play it freezes unity forcing me to close it. Here's the entire script if that would give a better understanding of what could be going on
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.AI;
[RequireComponent(typeof(NavMeshAgent))]
public class Enemy : LivingEntity
{
public enum state { idle, chase, attack};
private state currentState;
private NavMeshAgent pathFinder;
private Transform target;
private float attackThreshhold = .5f;
private float timeBetweenAttacks = 1;
private float attackTimer;
private float myCollisionRadius;
private float targetCollisionRadius;
// Start is called before the first frame update
protected override void Start()
{
base.Start();
currentState = state.chase;
pathFinder = GetComponent<NavMeshAgent>();
target = GameObject.FindGameObjectWithTag("Player").transform;
myCollisionRadius = GetComponent<CapsuleCollider>().radius;
targetCollisionRadius = GetComponent<CapsuleCollider>().radius;
StartCoroutine(updatePath());
}
// Update is called once per frame
void Update()
{
if(Time.time > attackTimer)
{
float sqrDistanceToTarget = (target.position - transform.position).sqrMagnitude;
if (sqrDistanceToTarget < Mathf.Pow(attackThreshhold + myCollisionRadius + targetCollisionRadius, 2)) {
attackTimer = Time.time + timeBetweenAttacks;
StartCoroutine(attack());
}
}
}
IEnumerator attack()
{
currentState = state.attack;
pathFinder.enabled = false;
Vector3 origin = transform.position;
Vector3 attackPos = target.position;
float percent = 0;
float attackSpeed = 3;
while(percent <= 1)
{
percent += Time.deltaTime * attackSpeed;
float interpolation = (-Mathf.Pow(percent, 2) + percent) * 4;
transform.position = Vector3.Lerp(origin, attackPos, interpolation);
yield return null;
}
currentState = state.chase;
pathFinder.enabled = true;
}
IEnumerator updatePath()
{
float refreshRate = .25f;
while(target != null)
{
if(currentState == state.chase)
{
Vector3 dirToTarget = (target.position - transform.position).normalized;
Vector3 targetPosition = target.position - dirToTarget * (myCollisionRadius + targetCollisionRadius/2);
if (!dead) pathFinder.SetDestination(targetPosition);
yield return new WaitForSeconds(refreshRate);
}
}
}
}
Your problem is in the other routine in updatePath.
while(target != null)
{
if(currentState == state.chase)
{
Vector3 dirToTarget = (target.position - transform.position).normalized;
Vector3 targetPosition = target.position - dirToTarget * (myCollisionRadius + targetCollisionRadius/2);
if (!dead) pathFinder.SetDestination(targetPosition);
yield return new WaitForSeconds(refreshRate);
}
}
Problem: In the case your are not in the state state.chase you never yield => you have an infinite while loop!
It should probably rather be
while(target != null)
{
if(currentState == state.chase)
{
var dirToTarget = (target.position - transform.position).normalized;
var targetPosition = target.position - dirToTarget * (myCollisionRadius + targetCollisionRadius / 2);
if (!dead) pathFinder.SetDestination(targetPosition);
yield return new WaitForSeconds(refreshRate);
}
// In other cases wait one frame
else
{
yield return null;
}
}
Because at some point percent goes negative. It also never goes above 1. I would say your math is incorrect. Try removing the negative infront of Mathf.Pow
Math function has nothing to do with crash. Unity crashes because, #SOPMOD is running while loop infinetly. That causing a overflow. Your code tells it should break while loop when percent value is smaller or equal to 1 but you are yielding it null everytime inside the while loop. yield return null tells to compiler, coroutine will run in next frame. So, coroutine start again and percent value is set to 0 again. While loop run again and coroutine again will yield null. Infinite coroutine loop is crashing your app. Move
float percent = 0;
decleration to outside of function. Move it to class level and you will be fine. Because if it is in the class level, it will hold previous value and it will able to reach >1.
Here is How Coroutine yields work
I have created a twin stick movement system for mobile. I have a character moving under the influence of one joystick correctly. The other joystick, the design I want is:
When the shoot JS is moved, look in that direction.
When the shoot JS is released, shoot in the last aimed direction.
What's happening is, the character shoots continuously when the game starts and if I move the ShootJS, the character spins in circles. I'm completely flummoxed as to why this is happening.
Here is my code. Thanks in advance to anybody for any help you provide.
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.AI;
using Ludiq;
using Bolt;
public class PlayerJSControlSc : MonoBehaviour
{
public GameObject player;
public NavMeshAgent nav;
public Text stateText;
public float moveSpeed;
public Animator animator;
public FloatingJoystick moveJS;
public FloatingJoystick shootJS;
public float rotationSpeed = 10;
public int ammo;
public int mag;
public Transform shotSpawn;
public GameObject bullet;
public float reloadTime;
public Text ammoCount;
[HideInInspector]
int currentMag;
// Start is called before the first frame update
void Start()
{
stateText.text = "";
nav = player.GetComponent<NavMeshAgent>();
animator = player.GetComponent<Animator>();
moveJS = GameObject.Find("Floating JS_Move").GetComponent<FloatingJoystick>();
shootJS = GameObject.Find("Floating JS_Shoot").GetComponent<FloatingJoystick>();
}
// Update is called once per frame
void Update()
{
movePlayer();
playerShoot();
ammoCount.text = currentMag+ "/" + ammo;
}
public void movePlayer()
{
//float x = Input.GetAxis("Horizontal");
//float y = Input.GetAxis("Vertical");
float x = moveJS.Horizontal;
float y = moveJS.Vertical;
nav.velocity = new Vector3(x * moveSpeed, 0, y * moveSpeed);
if (nav.velocity.x != 0 || nav.velocity.z != 0)
{ animator.SetBool("isRunning", true); }
else { animator.SetBool("isRunning", false); }
}
public void playerShoot()
{
bool isAiming = false;
float x = shootJS.Horizontal; float z = shootJS.Vertical;
if (x != 0 || z != 0)
{
isAiming = true;
/* Vector3 lookDir = new Vector3(x, 0, z);
Quaternion lookRotation = Quaternion.LookRotation(lookDir, Vector3.up);
float step = rotationSpeed * Time.deltaTime;
player.transform.rotation = Quaternion.RotateTowards(lookRotation, transform.rotation, step);*/
float myAngle = Mathf.Atan2(x, z) * Mathf.Rad2Deg;
float bodyRotation = myAngle + player.transform.eulerAngles.y;
player.transform.Rotate( 0,myAngle,0,Space.World);
}
else { shoot();isAiming = false; }
}
void shoot()
{
if (currentMag > 0)
{
Instantiate(bullet, shotSpawn.position, shotSpawn.rotation);
currentMag--;
}
else if (currentMag=0)
{
StartCoroutine(reload());
}
else
return;
}
IEnumerator reload()
{
ammo = ammo - mag;
currentMag = mag;
yield return new WaitForSeconds(reloadTime);
}
}
well you are calling every frame playerShoot() -> not moving -> shoot().
And in the same way also playerShoot() -> not moving -> player.transform.Rotate( 0,myAngle,0,Space.World);.
I think what you rather should do is
doing the shoot only in the very first frame where both inputs are 0
for the move rather set the rotation instead of increasing it
Something like
private bool lastFrameMoved;
public void playerShoot()
{
float x = shootJS.Horizontal;
float z = shootJS.Vertical;
if (x != 0 || z != 0)
{
var lookDir = new Vector3(x, 0, z);
var lookRotation = Quaternion.LookRotation(lookDir, Vector3.up);
player.transform.rotation = lookRotation;
lastFrameMoved = true;
}
else
{
if(lastFrameMoved)
{
shoot();
}
lastFrameMoved = false;
}
}
I solved the look rotation in Bolt (because it helps me visualize). I'll solve the shoot part soon. I'm using the wonderful Joystick Pack by Fenerax Studios.
https://assetstore.unity.com/publishers/32730
So I've been making a small game to do with Snake, and I'm struggling as to how I can make the Snake's Body appear and follow the position of the head whenever the snake's head touches the apple. I've managed to get the Snake's body to spawn but I can't get it to follow the head correctly. Can anyone help me and tell me how I can do this? Thanks!
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Snake_Move : MonoBehaviour
{
// variables
public Vector2 pos;
private Vector2 moveDirection;
private float moveTimer;
private float timerSeconds;
//Function which runs once when the program starts
void Start()
{
timerSeconds = 0.0167f;
moveTimer = timerSeconds;
moveDirection = new Vector2(0.1f, 0);
}
//Function which updates itself based on your refresh rate
public void Update()
{
AutoMove();
ChangeDirection();
transform.position = new Vector2(pos.x, pos.y);
transform.eulerAngles = new Vector3(0, 0, AngleCalculator(moveDirection) - 90);
}
//Moves the snake 60 units each second
private void AutoMove()
{
moveTimer += Time.deltaTime;
if (moveTimer > timerSeconds)
{
pos += moveDirection;
moveTimer -= timerSeconds;
}
}
//Changes direction of the snake based on arrow key pressed
private void ChangeDirection()
{
if (Input.GetKeyDown(KeyCode.UpArrow))
{
if (moveDirection.y != -0.1f)
{
moveDirection.x = 0;
moveDirection.y = 0.1f;
}
}
else if (Input.GetKeyDown(KeyCode.DownArrow))
{
if (moveDirection.y != 0.1f)
{
moveDirection.x = 0;
moveDirection.y = -0.1f;
}
}
else if (Input.GetKeyDown(KeyCode.RightArrow))
{
if (moveDirection.x != -0.1f)
{
moveDirection.y = 0;
moveDirection.x = 0.1f;
}
}
else if (Input.GetKeyDown(KeyCode.LeftArrow))
{
if (moveDirection.x != 0.1f)
{
moveDirection.y = 0;
moveDirection.x = -0.1f;
}
}
}
//Calculates the angle at which the snake is moving; used to calculate rotation of sprite
private float AngleCalculator(Vector2 direction)
{
float angle = Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg;
return angle;
}
private void SnakeBodySprite()
{
GameObject snakeApple = GameObject.Find("SnakeApple");
Apple_RandomSpawn appleScript = snakeApple.GetComponent<Apple_RandomSpawn>();
//something here?????
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Apple_RandomSpawn : MonoBehaviour
{
private Vector2 foodPos;
void Start()
{
SpawnApple();
}
void Update()
{
transform.position = new Vector2(foodPos.x, foodPos.y);
SnakeAte();
}
public void SpawnApple()
{
foodPos = new Vector2(Random.Range(-17, 17), Random.Range(-9, 9));
}
public void SnakeAte()
{
GameObject snakeBody = GameObject.Find("SnakeBody");
GameObject snakeHead = GameObject.Find("SnakeHead");
Snake_Move snakeMove = snakeHead.GetComponent<Snake_Move>();
if (foodPos.x <= snakeMove.pos.x + 1 &&
foodPos.x >= snakeMove.pos.x - 1 &&
foodPos.y <= snakeMove.pos.y + 1 &&
foodPos.y >= snakeMove.pos.y -1)
{
SpawnApple();
Instantiate(snakeBody);
}
}
}
This is kind of a broad question, so it's hard to answer completely. The thought that comes to my mind is using a Queue of move Vectors for the head, and then applying those movements to the body. You would need a reference to the snake body object, and need to know how many movements the head is from the body. It looks like that might be 60 in your case.
I would add the Queue in this section:
Queue<Vector2> moveDirections = new Queue<Vector2>();
SnakeBody snakeBody; // Reference to 1st snake body element
float offset = 60; // ?
private void AutoMove()
{
moveTimer += Time.deltaTime;
// enqueue the most recent moveDirection
moveDirections.Enqueue(moveDirection);
if (moveTimer > timerSeconds)
{
pos += moveDirection;
moveTimer -= timerSeconds;
// Get oldest moveDirection from the head to apply to the body
Vector2 bodyMovement = moveDirections.Dequeue();
snakeBody.transform.Translate(bodyMovement);
}
// If the queue count is greater than how far ahead the head should be from the
// first body element, remove one from queue.
if (moveDirections.Count > offset) {
moveDirections.Dequeue();
}
}
This would only work for the first body element, so you could add a script to each body element keeping track of its child body element. Position the child element with the same logic used above.
NOTE: I haven't tested this, I'm just trying to give a high-level overview of how to solve this problem.