Unity 3D: For looping C# - c#

My Code work properly, but i need to limiting the prefab to 5 times only.
I want to using for loop.....
using UnityEngine;
using System.Collections;
public class theScript : MonoBehaviour {
public GameObject prefab1;
// Use this for initialization
void Start () {
InvokeRepeating ("Instant_", 1f, 1f);
}
// Update is called once per frame
void Update () {
}
void Instant_(){
Instantiate (prefab1, transform.position, transform.rotation );
}
}

Avoid using the functions like Invoke or InvokeRepeating. Since you refer to a function by its name, if you change it, the string in the Invoke call won't update. Moreover, The Instant_ method will be called uselessly until you change scene or quit game with the method of #bismute.
I suggest you using coroutines. And bonus, you will use a foor loop ! ;D
using UnityEngine;
using System.Collections;
public class theScript : MonoBehaviour {
public GameObject prefab1;
public int MaxInstantiation = 5;
void Start ()
{
StartCoroutine( InstantiatePrefab(1) ) ;
}
private IEnumerator InstantiatePrefab( float delay = 1f )
{
WaitForSeconds waitDelay = new WaitForSeconds( delay ) ;
for( int instantiateCount = 0 ; instantiateCount < MaxInstantiation ; ++instantiateCount )
{
yield return waitDelay ;
Instantiate (prefab1, transform.position, transform.rotation ) ;
}
yield return null ;
}
}

Is there any reason for using 'for' statement?
How about this?
using UnityEngine;
using System.Collections;
public class theScript : MonoBehaviour {
public GameObject prefab1;
public int FiveTimeCheck;
// Use this for initialization
void Start () {
FiveTimeCheck = 0;
InvokeRepeating ("Instant_", 1f, 1f);
}
// Update is called once per frame
void Update () {
}
void Instant_(){
if(FiveTimeCheck <= 5)
{
FiveTimeCheck += 1;
Instantiate (prefab1, transform.position, transform.rotation );
}
}
}

Related

Is there a way to have Delay timer or cutscene? Unity March 28/21 update

What I'm trying to do is have my player stop moving so I can play animation through a trigger-event or just a custscene.
What I expect was for one of them to trigger the timer then play animation>player move.. like a cut-scene
Also there are no errors In any of them They just didn't stop player from moving or just stop the player when starting the game(or when I press play it just set forwardMovement to 0)
Here's the code I use:
public class Player_controls : MonoBehaviour
{
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;
public class Player_controls : MonoBehaviour
{
public int forwardMovement = 1000;
public void Update()
{
rb.AddForce(0, 0, forwardMovement * Speed * Time.deltaTime);
}
}
}
Things that I tried:
public void ForwardMovement()
{
forwardMovement = 0;
Invoke("Action", 2f);
}
public void Action ()
{
forwardMovement = 1000 ;
}
Which only works for ForwardMovement(); method nothing else
I tried these two things also:
Public static class MonoExtensions
{
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
public float Delayer = 10f;
public static class MonoExtensions
{
public static void Timed_delay(this MonoBehaviour mono,Action function, float Delayer)
{
mono.StartCoroutine(Timed_delayRoutine(function,Delayer));
}
static IEnumerator Timed_delayRoutine(Action function, float Delayer)
{
yield return new WaitForSeconds(Delayer);
function();
}
public class `Player_Controls`: MonoBehaviour
{
public void PM ()
{
forwardMovement = 0;
}
void OnTriggerEnter(Collider other)
{
if (CompareTag("Power_up"))
{
this.Timed_delay(PM, Delayer);
}
}
}
Which just stop the player from moving an nothing else.
What I also tried was:
public class Player_Controls : MonoBehaviour
{
void Start()
{
StartCoroutine(ForwardMovement());
}
IEnumerator ForwardMovement()
{
forwardMovement = 0;
yield return new waitforseconds(Delayer);
forwardMovement = 1050;
}
void OnTriggerEnter(collider other)
{
if (CompareTag("Power_up"))
{
ForwardMovement();
}
}
}
Which did not work as in(it works but the timer part does nothing, so the player can't move when started the game )
Different way I tried
public class Player_Controls : MonoBehaviour
{
OnTriggerEnter(collider other)
{
Startcroutine(ForwardMovement ));
}
}
it didn't work but no Errors.
I tried this one by jazzhar:
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;
public class Player_controls : MonoBehaviour
{
// Drag the player in the inspector here;
public Rigidbody rb;
// Youre speed variable for movement.
public float Speed = 5;
// Youre speed variable for movement.
public int forwardMovement = 1000;
// Set this "stopmoving" bool to true to prevent movement.
public bool stopMoving = false;
// Create and select the right layer in the inspector.
public LayerMask WichObjectStopsMovement;
public void Update()
{
// if stopMoving = true than Dont Add force.
if (stopMoving == false)
{
rb.AddForce(0, 0, forwardMovement * Speed * Time.deltaTime);
}
}
private void OnCollisionEnter(Collision collision)
{
// if you're player touches a object and that object's layer
// is the same as "WichObjectStopsMovement" than disable Movement.
if (collision.collider.gameObject.layer == WichObjectStopsMovement)
{
stopMoving = false;
}
}
}
It sorta works in a way if you set if
if (stopMoving == true)
{
rb.AddForce(0, 0, forwardMovement * Speed * Time.deltaTime);
}
and
if (collision.collider.gameObject.layer == WichObjectStopsMovement)
{
stopMoving = true;
}
then the player would be able to move but it will not trigger if hit the cube
it didn't work either but no Errors.
And some other timers I did but forgotten....
_________________________________________________________________March/6/21
public float Delayer = 10.0f;
I think found solution by doing this
private void OnTriggerEnter(Collider other)
{
if (CompareTag("Power_up"))
{
Delayer -= Time.deltaTime; <- this part giving me the error
if (Delayer => 0)
{
forwardMovement = 0;
}
}
}
but their one problem it giving me the this error Cannot convert lambda expression to type 'bool' because it is not a delegate type [Assembly-CSharp]csharp(CS1660) I don't know much about this even searching about doesn't help either
__________________________________________________________________March 28/21
this script is under player controls
this one works I made sure by doing Debug.Log("test");
void OnTriggerExit(Collider collision)
{
if (collision.gameObject.CompareTag("Power_up"))
{
forwardMovement = 0;
}
if (forwardMovement <= 0)
{
Debug.Log("test");
}
This might be a solution to you're problem, Fire-Source!:
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;
public class Player_controls : MonoBehaviour
{
// Drag the player in the inspector here;
public Rigidbody rb;
// Youre speed variable for movement.
public float Speed = 5;
// Youre speed variable for movement.
public int forwardMovement = 1000;
// Set this "stopmoving" bool to true to prevent movement.
public bool stopMoving = false;
// Create and select the right layer in the inspector.
public LayerMask WichObjectStopsMovement;
public void Update()
{
// if stopMoving = true than Dont Add force.
if (stopMoving == false)
{
rb.AddForce(0, 0, forwardMovement * Speed * Time.deltaTime);
}
}
private void OnCollisionEnter(Collision collision)
{
// if youre player touches a object and that object's layer
// is the same as "WichObjectStopsMovement" than disable Movement.
if (collision.collider.gameObject.layer == WichObjectStopsMovement)
{
stopMoving = false;
}
}
}
This code uses a LayerMask, to create 1 click on any object and in the inspector go:
Click on Layer:
Add Layer:
Write in User Layer 6, StopMovement (or anything else).
Than in the object that should stop player movement:
Click on layer:
Than select the Layer that says StopMovement.
And in you're player's script drag the object into the rb variable.
and in "WichObjectStopsMovement" assign the StopMovement layer.
This should take care of everything is that ok?

C# spawn manager creating waves of enemies too quickly

I'm a beginner making my first game in Unity, following Unity's Create With Code course. I'm creating a shooter game that will use hand tracking. I haven't set up hand tracking yet so i created an OnTrigger input that explodes objects when I hit space. I created the spawn manager below to spawn waves of enemy attack, but they all the waves are spawning enemies too fast. It seems like they're spawning automatically instead of when the first wave has been destroyed.
Is there an easier way to spawn at a slower rate? Or spawn only when there are no more enemies alive?
EDIT: Added Attack script below
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SpawnAttack : MonoBehaviour
{
public GameObject Trumps;
private float spawnRange = 9;
public int enemyCount;
public int waveNumber = 1;
void Start()
{
SpawnEnemyWave(waveNumber);
//InvokeRepeating("GenerateSpawnPosition", startDelay, randomInterval);
}
// Update is called once per frame
void Update()
{
enemyCount = FindObjectsOfType<Attack>().Length;
if(enemyCount == 0)
{
waveNumber++;
SpawnEnemyWave(waveNumber);
}
}
void SpawnEnemyWave(int enemiesToSpawn)
{
for (int i = 0; i < enemiesToSpawn; i++)
{
Instantiate(Trumps, GenerateSpawnPosition(), Trumps.transform.rotation);
}
}
private Vector3 GenerateSpawnPosition()
{
float spawnPosX = Random.Range(-spawnRange, spawnRange);
float spawnPosZ = Random.Range(-spawnRange, spawnRange);
Vector3 randomPos = new Vector3(spawnPosX, 0, spawnPosZ);
return randomPos;
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Attack : MonoBehaviour
{
public float speed = 0.5f;
public GameObject Player;
private Rigidbody enemyRb;
// Start is called before the first frame update
void Start()
{
enemyRb = GetComponent<Rigidbody>();
Player = GameObject.Find("Player");
this.transform.LookAt(Player.transform);
}
// Update is called once per frame
void Update()
{
Vector3 lookDirection = (Player.transform.position - transform.position).normalized;
enemyRb.AddForce(lookDirection * speed);
transform.Translate(Vector3.forward * Time.deltaTime * speed);
}
private void OnTriggerEnter(Collider other)
{
Destroy(gameObject);
Debug.Log("Game Over");
}
}
I guess that you can use the invoke method:
Invoke("NameOfTheMethod", 1f)
What this method does is that it waits a certain amount of seconds before calling a method. You have to write the name of the method in quotation marks and then select how long you want to wait before the method is called (The "1f" represents the delay in seconds.) In your case, you can make the script wait before spawning enemies.
I don't know your Attack script but I would use something like
public class Attack : MonoBehaviour
{
public static readonly HashSet<Attack> AliveAttackInstances = new HashSet<Attack>();
private void Awake()
{
AliveAttackInstances.Add(this);
}
private void OnDestroy()
{
AliveAttackInstances.Remove(this);
}
}
So you can all the time in a cheaper way check how many and which enemies are alive like
public class SpawnAttack : MonoBehaviour
{
// I would change this type here to make sure your spawned prefab actually
// HAS an Attack attached .. otherwise your enemyCount will always be 0
public Attack Trumps;
...
void Update()
{
if(Attack.AliveAttackInstances.Count == 0)
{
waveNumber++;
SpawnEnemyWave(waveNumber);
}
}
Then in order to add a certain delay before spawning the next wave you could use a simple timer like
public class SpawnAttack : MonoBehaviour
{
public Attack Trumps;
[SerializeField] private float delay = 1f;
private float timer;
...
void Update()
{
if(Attack.AliveAttackInstances.Count == 0)
{
timer -= Time.deltaTime;
if(timer <= 0)
{
timer = delay;
waveNumber++;
SpawnEnemyWave(waveNumber);
}
}
}
Try to use Coroutine.
Here's a video about Coroutines: https://www.youtube.com/watch?v=qolMYyq0nX0
My example:
public class Spawn : MonoBehaviour {
private float TimeToWait = 3f;
public int enemyCount = 0;
public int waveNumber = 0;
public GameObject enemy;
void Start()
{
StartCoroutine(SpawnEnemyWave(waveNumber));
}
void Update()
{
if (enemyCount == 0)
{
waveNumber++;
StartCoroutine(SpawnEnemyWave(waveNumber));
}
if (Input.GetMouseButtonDown(0))
{
enemyCount--;
}
}
IEnumerator SpawnEnemyWave(int enemiesToSpawn)
{
//"Things to do before the seconds."
for (int i = 0; i < enemiesToSpawn; i++)
{
enemyCount++;
}
yield return new WaitForSeconds(TimeToWait); // at this example we wait 3 seconds (float TimeToWait = 3f;)
//"Things to do after the seconds."
for (int i = 0; i < enemiesToSpawn; i++)
{
Debug.Log("New Enemy!");
Instantiate(enemy, transform.position, Quaternion.identity);
}
}
}

Next Scene Not Loading

My problem is that when all the enemies are killed the scene that should be loaded is not loading. I did add the scene to the Build setting (it has an index of 3) but it is still not loading. The script I created is attached to an empty object and not directly to the sprite (is that okay?). Can someone tell me why the scene isn't loading? Thank you.
This image is for to show you the EnemySpawner empty object inspector
EnemySpawner Script :
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class EnemySpawner : MonoBehaviour {
[SerializeField] GameObject EnemyPreFab;
[SerializeField] int MaxEnemies = 30;
[SerializeField] float EnemySpawnTime = 1.00001f;
[SerializeField] GameObject FirstWaypoint;
int CurrentNumOfEnemies = 0;
public LevelManager myLevelManager;
public int maximumnumberofhits = 0;
int timesEnemyHit;
IEnumerator SpawningEnemies()
{
while(CurrentNumOfEnemies <= MaxEnemies)
{
GameObject Enemy = Instantiate(EnemyPreFab, this.transform.position, Quaternion.identity);
CurrentNumOfEnemies++;
yield return new WaitForSeconds(EnemySpawnTime);
}
}
void Start()
{
StartCoroutine(SpawningEnemies());
timesEnemyHit = 0;
if (this.gameObject.tag == "EnemyHit")
{
CurrentNumOfEnemies++;
}
}
void OnCollisionEnter2D()
{
timesEnemyHit++;
if (timesEnemyHit == maximumnumberofhits)
{
CurrentNumOfEnemies--;
Destroy(this.gameObject);
}
if (CurrentNumOfEnemies == 0)
{
myLevelManager.LoadLevel("NextLevelMenu");
Debug.Log("LevelLoaded");
}
}
}
LevelManger script:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class LevelManager : MonoBehaviour {
public void LoadLevel(string name)
{
print("Level loading requested for" + name);
SceneManager.LoadScene(name);
}
}
EnemyShooting Script :
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EnemyShooting : MonoBehaviour {
[SerializeField] float EnemyLaserSpeed = 10f;
[SerializeField] float EnemyLaserFireTime;
[SerializeField] GameObject LaserBulletEnemyPreFab;
[SerializeField] int MaxNumberOfHits = 1;
int CurrentNumberOfHits = 0;
Coroutine FireCoroutine;
void OnTriggerEnter2D(Collider2D collider)
{
if(collider.gameObject.tag == "PlayerLaser")
{
if(CurrentNumberOfHits < MaxNumberOfHits)
{
CurrentNumberOfHits++;
Destroy(collider.gameObject);
Score.ScoreValue += 2;//The user will be rewarded 1 point
}
}
}
void DestroyEnemy()
{
if(CurrentNumberOfHits >= MaxNumberOfHits)
{
Destroy(gameObject);
}
}
private void Fire()
{
FireCoroutine = StartCoroutine(ShootContinuously());
}
void BecomeVisible()
{
Fire();
}
IEnumerator ShootContinuously()
{
while (true)
{
GameObject LaserBulletEnemy = Instantiate(LaserBulletEnemyPreFab, this.transform.position, Quaternion.identity) as GameObject;
LaserBulletEnemy.GetComponent<Rigidbody2D>().velocity = new Vector2(0, EnemyLaserSpeed);
EnemyLaserFireTime = Random.Range(0.5f, 0.9f);
yield return new WaitForSeconds(EnemyLaserFireTime);
}
}
// Use this for initialization
void Start () {
BecomeVisible();
}
// Update is called once per frame
void Update () {
DestroyEnemy();
}
}
EnemyPathing script:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EnemyPathing : MonoBehaviour {
[SerializeField] List<Transform> WayPoints;
[SerializeField] float EnemyMovingSpeed = 5f;
int WayPointIndex = 0;
void EnemyMoving()
{
if (WayPointIndex <= WayPoints.Count - 1)
{
var TargetedPosition = WayPoints[WayPointIndex].transform.position; //The position of where the enemy needs to go
TargetedPosition.z = 0f;
var MoveThisFrame = EnemyMovingSpeed * Time.deltaTime;
transform.position = Vector2.MoveTowards(this.transform.position, TargetedPosition, MoveThisFrame);
if(transform.position == TargetedPosition)
{
WayPointIndex++;
}
}
else
{
Destroy(gameObject);
}
}
// Use this for initialization
void Start () {
transform.position = WayPoints[WayPointIndex].transform.position;
}
// Update is called once per frame
void Update () {
EnemyMoving();
}
}
Problem
You're checking for collisions on the SPAWNER; when someone hits the Spawner it counts down enemies. But the Spawner doesn't have a collision box in the screenshot so it can never be hit. The Scene changing code can never be called.
So the game, based on the code, looks like this:
Spawn X enemies,
Hit the Spawner X times,
(Removed: Destroy the Spawner,)
Change scene.
I'm guessing this is conceptually incorrect and you actually want to check collisions on the spawned enemies, which will then count up the amount of destroyed enemies, and change the scene when they are all dead.
Solution
Conceptually, what you want is:
Spawn X enemies
Count up variable for every enemy
On Enemy death, count it down
When 0, change scene
So how do we code this?
Well, every enemy needs a reference to the object that holds the count. You can do this in several ways, when I personally do it I usually have just one spawner that is responsible for everyone so I make that one a Singleton, that can be references from anywhere:
EnemySpawner
public class EnemySpawner : MonoBehaviour
{
public static Spawner Instance = null;
int CurrentNumOfEnemies = 0;
// ... etc
void Start()
{
if (Instance == null)
Instance = this;
// Spawn enemies like you do already, CurrentNumOfEnemies++ for every spawned
}
public OnEnemyDeath() {
CurrentNumOfEnemies--;
if (CurrentNumOfEnemies < 1)
{
// You killed everyone, change scene:
LevelManager.LoadLevel("Your Level");
}
}
}
Enemy script (I don't know how your current code looks, but here's a minimal solution based on how I THINK your code looks):
void OnDestroy()
{
// This will run automatically when you run Destroy() on this gameObject
EnemySpawner.Instance.OnEnemyDeath(); // Tell the EnemySpawner that someone died
}
This will only work if you have exactly only ONE spawner. If you have multiple ones you will have to send a reference to the instance of its spawner to every spawned enemy. I can show you how to do ths too, if you wish.
Bonus content
LevelManager doesn't need to be on a GameObject, it can be static instead:
Remove the LevelManager script from any GameObject
Change your LevelManager code to this:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public static class LevelManager
{
public static void LoadLevel(string name)
{
Debug.Log("Level loading requested for" + name);
SceneManager.LoadScene(name);
}
}
Now you can use it from ANYWHERE, without needing to initialize a reference to any script or GameObject:
LevelManager.LoadLevel("My Level");
myLevelManager.LoadLevel("NextLevelMenu"); is never executed, because you destroy the object in the if-test above.

unity5 enemyDamage prob

im having a problem from my enemyDamage script in unity5 when i play it and stick to the enemy i died instantly even the enemy damage is 10 and my health was 100
well this is my first time to make this things on unity hope you helps me :(
heres my code
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class enemydmg : MonoBehaviour {
public float damage;
public float damagerate;
public float pushbackforce;
float nextdamage;
bool playerInRange = false;
GameObject theplayer;
playerHealth theplayerhealth;
// Use this for initialization
void Start () {
nextdamage = Time.time;
theplayer = GameObject.FindGameObjectWithTag ("Player");
theplayerhealth = theplayer.GetComponent<playerHealth> ();
}
// Update is called once per frame
void Update () {
if (playerInRange)
Attack ();
}
void OnTriggerEnter (Collider other)
{
if (other.tag == "Player")
{
playerInRange = true;
}
}
void OnTriggerExit (Collider other)
{
if (other.tag == "Player")
{
playerInRange = false;
}
}
void Attack()
{
if (nextdamage <= Time.time)
{
theplayerhealth.addDamage(damage);
nextdamage = Time.time + damagerate;
pushback (theplayer.transform);
}
}
void pushback(Transform pushObject)
{
Vector3 pushDirection = new Vector3 (0, (pushObject.position.y - transform.position.y), 0).normalized;
pushDirection *= pushbackforce;
Rigidbody pushedRB = pushObject.GetComponent<Rigidbody> ();
pushedRB.velocity = Vector3.zero;
pushedRB.AddForce (pushDirection, ForceMode.Impulse);
}
}
and this was my playerhealth
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class playerHealth : MonoBehaviour {
public float fullhealth;
float currentHealth;
// Use this for initialization
void Start () {
currentHealth = fullhealth;
}
// Update is called once per frame
void Update () {
}
public void addDamage(float damage)
{
currentHealth -= damage;
if (currentHealth <= 0) {
makeDead ();
}
}
public void makeDead()
{
Destroy (gameObject);
}
}
theplayerhealth = theplayer.GetComponent<playerHealth> ();
I think this line of code fails you because the player is a GameObject. theplayerhealth is or should already be initialized in your other script. I think you could approach polymorphism in a better way.
public class enemydmg : playerHealth{
}
This will allow you to directly inherit everything you need from the playerHealth script without having to grab extra components. You can also use this technique for may other scripts in the future.
Another approach that you could use is calling your class directly:
playerHealth.addDamage(damage);
From now on when you name your scripts use capitalization. PlayerHealth, EnemyDamage, etc... That's just a pro-tip to make your code look a bit cleaner when you're doing things like this. (Optional)

call method from another script C# Unity3d

I want to call another script method (stars) when object is destroyed, Below is my code so far I had done, I am getting error (Null reference) at line "tim.stars", Any suggestions what I had done wrong? Here is my code.
using UnityEngine;
using System.Collections;
public class clear : MonoBehaviour {
// Use this for initialization
void Start () {
GetComponent<ParticleSystem> ().emissionRate = 0;
}
// Update is called once per frame
void Update () {
if (Input.GetMouseButtonDown (1)) {
GetComponent<ParticleSystem> ().Emit (10);
}
}
void OnParticleCollision(GameObject obj)
{
if (obj.gameObject.tag == "fire1") {
Destroy (obj, 5.0f);
TimingForIndust2 tim = GetComponent<TimingForIndust2> ();
tim.stars ();
}
StartCoroutine (TestCoroutine());
}
IEnumerator TestCoroutine(){
yield return new WaitForSeconds(8);
Application.LoadLevel (25);
}
}
here is my 2nd script TimingForIndust2
using UnityEngine;
using System.Collections;
using UnityEngine.UI;
using MadLevelManager;
public class TimingForIndust2 : MonoBehaviour {
public Transform TimingBar;
public Transform TextIndicator;
public Transform TextRemaining;
[SerializeField] private float currentAmount;
[SerializeField] private float speed;
// method to reduce the time continously
void Update () {
if (currentAmount > 0) {
currentAmount -= speed*Time.deltaTime;
TextIndicator.GetComponent<Text>().text=((int)currentAmount).ToString()+"s";
TextRemaining.gameObject.SetActive(true);
} else {
TextRemaining.gameObject.SetActive(false);
TextIndicator.GetComponent<Text>().text="TimeUP";
Application.LoadLevel (62);
}
TimingBar.GetComponent<Image> ().fillAmount = currentAmount / 60;
}
public void stars()
{
if (currentAmount > 45.0f) {
MadLevelProfile.SetLevelBoolean (MadLevel.currentLevelName, "star_1", true);
MadLevelProfile.SetLevelBoolean (MadLevel.currentLevelName, "star_2", true);
MadLevelProfile.SetCompleted (MadLevel.currentLevelName, true);
} else if (currentAmount > 20.0f && currentAmount < 29.0f) {
MadLevelProfile.SetLevelBoolean (MadLevel.currentLevelName, "star_1", true);
MadLevelProfile.SetLevelBoolean (MadLevel.currentLevelName, "star_2", true);
MadLevelProfile.SetCompleted (MadLevel.currentLevelName, true);
} else if (currentAmount > 2.0f && currentAmount < 19.0f) {
MadLevelProfile.SetLevelBoolean (MadLevel.currentLevelName, "star_1", true);
}
}
}
By reading your comment, you have to Find the Timer with GameObject.Find then get the component from it. You can't be doing this each time there is a collision. You have to cache it in the Start() function once then re-use it.
I also cached ParticleSystem in the new code. Also, instead of comparing tag directly with obj.gameObject.tag == "fire1", use the CompareTag function to compare tags.
This should fix your problem. Now, it's your job to cache the Text component that is attached to the TextIndicator script which you are calling in the updat function from the TimingForIndust2 script.
using UnityEngine;
using System.Collections;
public class clear : MonoBehaviour {
TimingForIndust2 timingForIndust2;
ParticleSystem particles;
// Use this for initialization
void Start () {
particles = GetComponent<ParticleSystem> ();
particles.emissionRate = 0;
GameObject tempObj = GameObject.Find("Timer");
timingForIndust2 = tempObj.GetComponent<TimingForIndust2>();
}
// Update is called once per frame
void Update () {
if (Input.GetMouseButtonDown (1)) {
particles.Emit (10);
}
}
void OnParticleCollision(GameObject obj)
{
if (obj.CompareTag("fire1")) {
Destroy (obj, 5.0f);
timingForIndust2.stars ();
}
StartCoroutine (TestCoroutine());
}
IEnumerator TestCoroutine(){
yield return new WaitForSeconds(8);
Application.LoadLevel (25);
}
}

Categories

Resources