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 () {
}
}
Related
Okay, this is probably a dumb question but I'm new to this. I have an enemy AI that walks toward the player only when the enemy is visible to the player and the space key is pressed. I want to make a second if statement that makes the enemy run if the player presses the space bar a second time while the enemy is walking or if the enemy is within 2 meters of the of the players current position.
{
public NavMeshAgent enemy;
public Transform player;
public float speedWalk = 6f;
public float speedRun = 60f;
public float groundDrag;
public float playerHeight;
bool isWalking;
Renderer m_Renderer;
void Move(float speed)
{
enemy.speed = speed;
}
private void Start()
{
m_Renderer = GetComponent<Renderer>();
isWalking = false;
enemy.speed = speedWalk;
}
private void OnBecomeInvisible()
{
enabled = false;
}
//DelayEnemyChase
IEnumerator delayChase()
{
yield return new WaitForSeconds(2);
Move(speedWalk);
enemy.SetDestination(player.position);
}
//Visible by camera
void OnBecameVisible()
{
enabled = true;
//starts walking towards player position
if ((Input.GetKey(KeyCode.Space)) && (m_Renderer.isVisible) && (isWalking == false))
{
StartCoroutine(delayChase());
isWalking = true;
}
//starts walking towards player position
else if ((isWalking == true) && (Input.GetKey(KeyCode.Space)) && (m_Renderer.isVisible))
{
Move(speedRun);
enemy.SetDestination(player.position);
isWalking = false;
}
}
private void Update()
{
//sees if enemy is visible + space bar is pressed
OnBecameVisible();
}
}
This is confusing the heck out of me, this is what I have and it's not workign at all. Any help is appreciated!!!!
The main issue is that GetKey is fired every frame as long as the button stays pressed!
You rather want to use GetKeyDown in order to track only the first key press.
Then you currently also start and run multiple concurrent Coroutines!
I would rather use a kind of state routine and do e.g.
private void OnBecomeInvisible()
{
StopAllCoroutines();
enemy.enabled = false;
}
private void OnBecameVisible()
{
enemy.enabled = true;
Move(0f);
enemy.SetDestination(enemy.transform.position);
StartCoroutine (StatesRoutine());
}
private IEnumerator StatesRoutine ()
{
// wait until the space is pressed the first time
// here it depends on what exactly you want to do
// you can either already track if the key is still pressed already
yield return new WaitUntil (() => Input.GetKey(KeyCode.Space));
// or rather wait until the key goes down the first time after having become visible
//yield return new WaitUntil (() => Input.GetKeyDown(KeyCode.Space));
yield return new WaitForSeconds(2);
Move(speedWalk);
enemy.SetDestination(player.position);
// Then for the second press we definitely wait until it gets down again instead of
// only checking if the button is still pressed
// except again your use case actually wants that behavior
yield return new WaitUntil (() => Input.GetKeyDown(KeyCode.Space));
Move(speedRun);
enemy.SetDestination(player.position);
}
Some things still depend on your exact needs though, in particular what shall happen if the enemy becomes invisible. For now I assume you wanted to reset the behavior and start the process of handling space clicks from scratch.
I'm making a rhythm game and and working on a script that spawns an object on every beat of a song. Thus, it spawns a single object, waits for the length of the beat, and then spawns the next one. It's supposed to do this until the song finishes. The issue is that the script seems to be spawning everyone of the objects at once, rather than waiting for the specified amount of time. The script compiles fine and I can't figure out what the issue is. Here's my script:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class spawnState : MonoBehaviour
{
public float waitTime = 0.483870968f;
public bool running = true;
public int beats = 504;
private int count = 0;
public GameObject spawn;
// Update is called once per frame
void Update()
{
//Generate object
while (running == true)
{
//Wait
StartCoroutine(Wait());
//Count & Stop
count += 1;
if (count >= beats)
{
running = false;
}
}
}
//Wait function
IEnumerator Wait()
{
//Wait
yield return new WaitForSeconds(waitTime);
//Spawn
Instantiate(spawn, transform.position, spawn.transform.rotation);
}
}
Thank you!
For starters you don't want any possibly blocking while loop within Update!
Update is called once every frame.
Do you really want to instantiate 504 objects within one frame?
And then StartCoroutine does not delay the method which calls it. It rather registers a Coroutine to be running and continues immediately with the rest of the code. So you are starting 504 "parallel" running Coroutines and after 0.48.. seconds you suddenly get all 504 objects instantiated at the same time.
What you rather want to do would e.g. be either directly using a timer field without a Coroutine
private float timer;
void Update()
{
if(!running) return;
timer += Time.deltaTime;
if(timer >= waitTime)
{
timer = 0;
Instantiate(spawn, transform.position, spawn.transform.rotation);
count += 1;
if (count >= beats)
{
running = false;
}
}
}
Or if you want to use a Coroutine you could e.g. simply do
private void Start ()
{
StartCorouine (SpawnRoutine());
}
private IEnumerator SpawnRoutine ()
{
for(var count = 0; count < beats; count++)
{
yield return new WaitForSeconds (waitTime);
Instantiate(spawn, transform.position, spawn.transform.rotation);
}
}
or if Start is anyway the only place where you trigger this it can be that routine itself
private IEnumerator Start ()
{
for(var count = 0; count < beats; count++)
{
yield return new WaitForSeconds (waitTime);
Instantiate(spawn, transform.position, spawn.transform.rotation);
}
}
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;
}
}
I'm still working on the game and i ran into another problem, I'm trying to make an infinite loop which waits for a couple seconds every execute, i currently have:
StartScript.cs
using UnityEngine;
using System.Collections;
using ProgressBar;
public class StartScript : MonoBehaviour {
private ProgressBarBehaviour hunger;
private ProgressBarBehaviour stamina;
private ProgressRadialBehaviour health;
private ProgressBarBehaviour thirst;
public void OnGUI(){
this.hunger = GameObject.Find("hungerBar").GetComponent<ProgressBarBehaviour>();
this.stamina = GameObject.Find("staminaBar").GetComponent<ProgressBarBehaviour>();
this.health = GameObject.Find("healthBar").GetComponent<ProgressRadialBehaviour>();
this.thirst = GameObject.Find("thirstBar").GetComponent<ProgressBarBehaviour>();
this.health.Value = 100f;
this.stamina.Value = 100f;
StartCoroutine ("runHunger");
}
bool addBar(ProgressBarBehaviour target, float percentage){
Debug.Log (percentage);
if ((target.Value + percentage) <= 100f) {
target.IncrementValue (percentage);
return true;
}
return false;
}
bool damageBar(ProgressBarBehaviour target, float percentage){
if ((target.Value - percentage) >= 0f) {
target.DecrementValue (percentage);
return true;
}
return false;
}
bool addRadial(ProgressRadialBehaviour target, float percentage){
if ((target.Value + percentage) <= 100f) {
target.IncrementValue (percentage);
return true;
}
return false;
}
bool damageRadial(ProgressRadialBehaviour target, float percentage){
if ((target.Value - percentage) >= 0f) {
target.DecrementValue (percentage);
return true;
}
return false;
}
IEnumerator runHunger(){
while (true) {
yield return new WaitForSeconds(10f);
/*if (!this.addBar(this.hunger,5f)) {
this.damageRadial(this.health,3f);
}*/
Debug.Log("Time: "+Time.time);
}
}
IEnumerator runHealth(){
while (true) {
}
}
/*
IEnumerator runThirst(){
while (true) {
if (!this.thirst.Add (2)) {
this.health.Damage(8);
}
}
}*/
}
As you guys can see I'm trying to make a while(true){} loop with an yield return new WaitForSeconds(), the idea is that it runs the function in the loop every (in this test case) 10 seconds.
The first time executing works like a charm, it waits for 10 seconds, but after that it only waits for like 0.1 seconds and executes again.
I hope someone can help me with this problem.
There are too many wrong things I currently see in your code.
This:
IEnumerator runHealth(){
while (true) {
}
}
Change it to
IEnumerator runHealth(){
while (true) {
yield return null;
}
}
Also This:
IEnumerator runThirst(){
while (true) {
if (!this.thirst.Add (2)) {
this.health.Damage(8);
}
}
}
Change it to
IEnumerator runThirst(){
while (true) {
if (!this.thirst.Add (2)) {
this.health.Damage(8);
}
yield return null;
}
}
If you are gonna have while(true) in a coroutine, you must have yield return something or it will lock your program. Fix these problems first. It is good to have it just before the closing bracket of the while loop.
I am sure you did this in other scripts too.
Go over the rest of other scripts and do the same thing. Put yield return null inside each while loop in each coroutine function.
ANOTHER BIG MISTAKE:
Remove every code from OnGUI function and put it in Start function like below. The code is being called too several times per frame and that will lead to slow down as you will be creating many many coroutines that never stops due to your while loop in the coroutine function.Putting it in the Start function will call it once.
void Start()
{
this.hunger = GameObject.Find("hungerBar").GetComponent<ProgressBarBehaviour>();
this.stamina = GameObject.Find("staminaBar").GetComponent<ProgressBarBehaviour>();
this.health = GameObject.Find("healthBar").GetComponent<ProgressRadialBehaviour>();
this.thirst = GameObject.Find("thirstBar").GetComponent<ProgressBarBehaviour>();
this.health.Value = 100f;
this.stamina.Value = 100f;
StartCoroutine ("runHunger");
}
Call the StartCoroutine ("runHunger");
somewhere other than in OnGUI(). It will work then. Since everytime OnGUI is called it starts a new coroutine
Call the StartCoroutine in Start() or someplace else
So I'm making a top-down tank shooter game and I want to make a better reloading system than it was before. So I came to the idea that I need some king of progress bar. I knew how to make it so I started doing it. The problem is that it doesn't work properly. As I show in the .gif above, the progress bar don't go down when you shoot second time. Because I'm new to unity, I still don't know everything very good. So I came here, maybe someone could help.
EDIT:
I just found another problem and maybe an answer why I have this problem. The second time my script tries to reload, my "needTimer" bool is false, thus the progress bar is not going down when it's false. The new question would be why it becomes false instead of true?
My reloading script:
using UnityEngine;
using UnityEngine.UI;
using System.Collections;
public class Reload : MonoBehaviour {
public float ammo;
public Image progress;
public bool alreadyReloading;
public bool needTimer;
void Start () {
alreadyReloading = false;
}
IEnumerator needtimertime(){
yield return new WaitForSeconds (6.5f);
needTimer = false;
}
IEnumerator uztaisyt(){
Debug.Log ("REEELOUUUDING!");
yield return new WaitForSeconds(6.5f);
ammo += 1;
alreadyReloading = false;
}
void Update () {
if (needTimer == true) {
timer ("");
}
if (ammo < 5) {
if(alreadyReloading == false){
needTimer = true;
StartCoroutine(uztaisyt());
alreadyReloading = true;
}
}
if (progress.fillAmount <= 0) {
progress.fillAmount = 1.0f;
}
}
void timer(string tipas){
progress.fillAmount -= Time.deltaTime / 6.5f;
StartCoroutine (needtimertime ());
}
}
When you start the uztaisyt() as a coroutine after shooting the first time (in the animation), needTimer is set to true and in the next Update() call, the needtimertime() coroutine will start. Since both the uztaisyt() and needtimertime() have identical 6.5 second waits, they will not both return on the same frame update because needtimertime() will always be started in the next frame after uztaisyt(). And, since there is no guarantee of the time interval between Update() calls, (see Time and Frame Managment), this interval may be more than expected and needtimertime() could return false in the frame right after uztaisyt() is called after firing the second time.
To ensure that the needtimertime() is always started (if not already running) immediately following a call for uztaisyt() (and called within the same frame update), you could try the following update to Reload script, (basically changes to the Update() method and when/how _isTimerRunning is set).
public class Reload : MonoBehaviour {
public float ammo;
public Image progress;
private bool _alreadyReloading;
private bool _isTimerRunning;
void Start () {
_alreadyReloading = false;
_isTimerRunning = false;
}
IEnumerator needtimertime(){
yield return new WaitForSeconds (6.5f);
_needTimer = false;
}
IEnumerator uztaisyt(){
Debug.Log ("REEELOUUUDING!");
yield return new WaitForSeconds(6.5f);
ammo += 1;
_alreadyReloading = false;
}
void Update () {
if (ammo < 5) {
if(_alreadyReloading == false){
StartCoroutine(uztaisyt());
_alreadyReloading = true;
//this will check for and start the progress bar timer in the same udate call
//so both coroutines finish on the same frame update
if(!_isTimerRunning){
_isTimerRunning = true;
timer ("");
}
}
}
if (progress.fillAmount <= 0) {
progress.fillAmount = 1.0f;
}
}
void timer(string tipas){
progress.fillAmount -= Time.deltaTime / 6.5f;
StartCoroutine (needtimertime ());
}
}
I found my problem and fixed it.
The problem was that needTimer was becoming false. So I found where and removed it.
my new code:
using UnityEngine;
using UnityEngine.UI;
using System.Collections;
public class Reload : MonoBehaviour {
public float ammo;
public Image progress;
public bool alreadyReloading;
public bool needTimer;
void Start () {
alreadyReloading = false;
needTimer = false;
}
IEnumerator uztaisyt(){
Debug.Log ("REEELOUUUDING!");
yield return new WaitForSeconds(6.5f);
ammo += 1;
alreadyReloading = false;
}
void Update () {
if (ammo < 5.0f) {
if(alreadyReloading == false){
progress.fillAmount = 1.0f;
needTimer = true;
StartCoroutine(uztaisyt());
alreadyReloading = true;
}
if (needTimer == true) {
timer ("");
}
}
}
void timer(string tipas){
progress.fillAmount -= Time.deltaTime / 6.5f;
}
}