Displaying and decrementing hp based on collision detection - c#

So I have enemy gameobjects attacking a user in a small base. The enemies have an OnCollisionEnter method where it checks to see what it collides with. If it's tagged as the base, it sets an attack boolean to true, where the fixedupdate is supposed to check for that flag. When true, it calls a coroutine in which I try and call the method that removes health from the wall (this script is attached to the wall). The walls health is then displayed on a HUD I have elsewhere in the room Code Below
Problem is, enemies can't do damage to the base and the HUD remains unchanging. Any tips/help? Here is the enemy behaviour script
public class EnemyBehaviour : MonoBehaviour {
private GameObject target;
private Vector3 targetPos;
private WallBehaviour wallBehaviour;
public GameObject collisionObject;
private bool attackMode;
public float speed = 0.1f;
public int hp = 100;
public float attackCooldown = 1.0f;
public int attackPoints = 1;
public float killThreshhold = 1.5f;
public Color defaultColor;
//Use this for initialization
void Start() {
target = GameObject.FindGameObjectWithTag("MainCamera");
targetPos = target.transform.position;
attackMode = false;
}
void FixedUpdate() {
targetPos = target.transform.position;
transform.LookAt(target.transform);
float step = speed * Time.deltaTime;
transform.position = Vector3.MoveTowards(transform.position, targetPos, step);
if (attackMode)
{
StartCoroutine("attemptAttack");
}
else
{
GetComponent<Renderer>().material.color = defaultColor;
}
}
void OnCollisionEnter(Collision collision)
{
collisionObject = collision.gameObject;
if (collision.gameObject.tag == "Bunker") {
wallBehaviour = collision.gameObject.GetComponent<WallBehaviour>();
attackMode = true;
}
}
public IEnumerator Attack()
{
attackMode = false;
GetComponent<Renderer>().material.color = Color.red;
wallBehaviour.ProcessDamage(attackPoints);
yield return new WaitForSeconds(attackCooldown);
attackMode = true;
}
void ProcessDamage(int attackPoints)
{
hp -= attackPoints;
if (hp <= 0)
{
Die();
}
}
public int getHitPoints()
{
return hp;
}
public void Damage(DamageInfo info)
{
hp -= info.damage;
if (hp <= 0) {
Die();
}
}
public void Die()
{
Destroy(gameObject);
}

Related

How to make Enemy FLIP and ATTACK in Unity2D?

I was following a tutorial for creating an enemy in Unity, but they didn't teach how to flip the enemy in case the Player goes to the other side of the map, oppose to where the enemy is.
So I tried to increase the raycast area, so when the Player collides with it from behind, the enemy will know that it has to flip. But something isn't working, cause it goes fine to the Player when it's facing the left side of the map, but once it flips, it totally stops working, and I can't figure it out why.
Anyone have any idea what should I do?
Here is my code:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Skeleton : MonoBehaviour
{
#region Public Variables
public Transform rayCast;
public LayerMask raycastMask;
public GameObject target;
public float rayCastLength;
public float attackDistance; //Mininum distance to attack
public float moveSpeed;
public float timer; // Cooldown b/w attacks
public bool inRange; //check if the player is near
#endregion
#region Private Variables
private RaycastHit2D hit;
private Animator anim;
private float distance; //Distance b/w enemy and player
public bool attackMode;
private float intTimer;
#endregion
void Awake() {
intTimer = timer;
anim = GetComponent<Animator>();
}
void Update() {
if (inRange)
{
hit = Physics2D.Raycast(rayCast.position, Vector2.left, rayCastLength, raycastMask);
}
//When the player is detected
if(hit.collider != null)
{
EnemyLogic();
}
// If it's not inside the raycast
else if(hit.collider == null)
{
inRange = false;
}
// If the player leaves the range
if (inRange == false)
{
anim.SetBool("canWalk", false);
StopAttack();
anim.SetInteger("Idle", 0);
}
}
void OnTriggerEnter2D(Collider2D col)
{
if(col.gameObject.tag == "Player")
{
target = col.gameObject;
inRange = true;
Flip();
}
}
void EnemyLogic()
{
distance = Vector2.Distance(transform.position, target.transform.position);
if(distance > attackDistance)
{
Move();
StopAttack();
}
else if(attackDistance >= distance)
{
Attack();
}
}
void Move()
{
anim.SetInteger("Idle", 1);
anim.SetBool("canWalk", true);
if (!anim.GetCurrentAnimatorStateInfo(0).IsName("attack"))
{
Vector2 targetPosition = new Vector2(target.transform.position.x, transform.position.y);
transform.position = Vector2.MoveTowards(transform.position, targetPosition, moveSpeed * Time.deltaTime);
}
}
void Attack()
{
timer = intTimer; //reset timer
attackMode = true;
anim.SetInteger("Idle", 1);
anim.SetBool("canWalk", false);
anim.SetBool("Attack", true);
}
void StopAttack()
{
attackMode = false;
anim.SetBool("Attack", false);
}
// Detects if the player is on the other side
void Flip()
{
Vector3 rotation = transform.eulerAngles;
if(target.transform.position.x < transform.position.x)
{
rotation.y = 180f;
}
else
{
rotation.y = 0f;
}
transform.eulerAngles = rotation;
}
}
You can flip the enemy using localScale. Do this:
if (Player.transform.position.x < this.transform.position.x)
{
transform.localScale = new Vector3(-1, 1, 1);
}else
{
transform.localScale = new Vector3(1, 1, 1);
}
This detects whenever the player's x position is greater or lower than the enemy and flips the whole object.

How to make TextArea attribute field to be created for each collider when the events OnTriggerEnter OnTriggerExit occurs?

The script have two states NoEntry and NoExit.
The first problem is the TextToShow.
When the player entered/exited a collider it was showing in the text the same text.
So i changed the textToShow variable to be array type :
public string[] textToShow;
Then according to the state NoEntry/NoExit i used the TextToShow[0] and TextToShow1 and in the inspector i added a text to each textToShow :
What i want to do is to create for each collider for example the player entered or exited a collider, could be i have 10 colliders in the game for that case so if the player hit a collider to identify the collider and add to it some properties in the inspector.
or maybe another way but the idea is to create a TextArea for each collider so i can enter a text and to see in the inspector to what collider or when the text will show.
Same concept for example to the variable : targetToRotateTowards
Now when the player exit/enter he will walk backwards and rotate facing the object in the variable targetToRotateTowards instead i want that in each collider that the player will do something else for example if the collider the state is NoExit move backward face some object but if a collider state is NoEntry so the player should move backwards facing 180 degrees back and not a specific object.
And in the general to extend the script to be more generic for more situations.
Maybe using enum with many cases ? For example if the player enter the small collider he will crash falling dead but if he exit the big collider the player will go backward rotating facing an object.
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
using UnityStandardAssets.Characters.ThirdPerson;
public class DistanceCheck : MonoBehaviour
{
public Transform targetToRotateTowards;
public float lerpDuration;
public float rotationSpeed;
[TextArea(1, 2)]
public string[] textToShow;
public GameObject descriptionTextImage;
public TextMeshProUGUI text;
public ThirdPersonUserControl thirdPersonUserControl;
private Animator anim;
private float timeElapsed = 0;
private float startValue = 1;
private float endValue = 0;
private float valueToLerp = 0;
private bool startRotating = false;
private bool slowOnBack = true;
private bool exited = false;
private Vector3 exitPosition;
private float distance;
public string[] TextToShow { get => textToShow; set => textToShow = value; }
void Start()
{
anim = transform.GetComponent<Animator>();
}
private void FixedUpdate()
{
if (startRotating)
{
transform.rotation = Quaternion.RotateTowards(transform.rotation,
Quaternion.LookRotation(targetToRotateTowards.position - transform.position),
rotationSpeed * Time.deltaTime);
}
if (exitPosition != new Vector3(0, 0, 0) && slowOnBack)
{
distance = Vector3.Distance(transform.position, exitPosition);
}
if (distance > 5 && slowOnBack)
{
slowOnBack = false;
StartCoroutine(SlowDown());
}
}
private void OnTriggerExit(Collider other)
{
if (other.tag == "NoExit")
{
descriptionTextImage.SetActive(true);
text.text = TextToShow[0];
RepositionPlayer();
}
else if (other.tag == "NoEntry")
{
OnPlayerRepositioned();
}
}
private void OnTriggerEnter(Collider other)
{
if (other.tag == "NoExit")
{
OnPlayerRepositioned();
}
else if (other.tag == "NoEntry")
{
descriptionTextImage.SetActive(true);
text.text = TextToShow[1];
RepositionPlayer();
}
}
private void RepositionPlayer()
{
// Stuff that needs to happen to reposition the player
exited = true;
slowOnBack = true;
exitPosition = transform.position;
thirdPersonUserControl.enabled = false;
StartCoroutine(SlowDown());
}
private void OnPlayerRepositioned()
{
// stuff you need to do to clear the "repositioning" status
exited = false;
startRotating = false;
text.text = "";
descriptionTextImage.SetActive(false);
}
IEnumerator SlowDown()
{
timeElapsed = 0;
while (timeElapsed < lerpDuration)
{
valueToLerp = Mathf.Lerp(startValue, endValue, timeElapsed / lerpDuration);
anim.SetFloat("Forward", valueToLerp);
timeElapsed += Time.deltaTime;
yield return null;
}
if (exited)
{
yield return new WaitForSeconds(3f);
startRotating = true;
StartCoroutine(SpeedUp());
}
if (slowOnBack == false)
{
thirdPersonUserControl.enabled = true;
}
}
IEnumerator SpeedUp()
{
timeElapsed = 0;
while (timeElapsed < lerpDuration)
{
valueToLerp = Mathf.Lerp(endValue, startValue, timeElapsed / lerpDuration);
anim.SetFloat("Forward", valueToLerp);
timeElapsed += Time.deltaTime;
yield return null;
}
}
}
After creating the ColliderInfo class i added to the class two properties the second one is :
public Transform rotateTowards;
The class :
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ColliderInfo : MonoBehaviour
{
[TextArea] public string onEnterText, onExitText;
public Transform rotateTowards;
}
Then in the DistanceCheck script i removed deleted the variable targetToRotateTowards and added a private ColliderInfo variable :
private ColliderInfo colliderInfo;
Then created instance in the Start :
void Start()
{
anim = transform.GetComponent<Animator>();
colliderInfo = new ColliderInfo();
}
And using it in the FixedUpdate :
private void FixedUpdate()
{
if (startRotating)
{
transform.rotation = Quaternion.RotateTowards(transform.rotation,
Quaternion.LookRotation(colliderInfo.rotateTowards.position - transform.position),
rotationSpeed * Time.deltaTime);
}
The problem is that rotateTowrads is type Transform but if i want the transform to rotate by degrees and not facing the rotateTowards transform ?
The complete DistanceCheck script after changes :
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
using UnityStandardAssets.Characters.ThirdPerson;
public class DistanceCheck : MonoBehaviour
{
public float lerpDuration;
public float rotationSpeed;
public GameObject descriptionTextImage;
public TextMeshProUGUI text;
public ThirdPersonUserControl thirdPersonUserControl;
private Animator anim;
private float timeElapsed = 0;
private float startValue = 1;
private float endValue = 0;
private float valueToLerp = 0;
private bool startRotating = false;
private bool slowOnBack = true;
private bool exited = false;
private Vector3 exitPosition;
private float distance;
private ColliderInfo colliderInfo;
void Start()
{
anim = transform.GetComponent<Animator>();
colliderInfo = new ColliderInfo();
}
private void FixedUpdate()
{
if (startRotating)
{
transform.rotation = Quaternion.RotateTowards(transform.rotation,
Quaternion.LookRotation(colliderInfo.rotateTowards.position - transform.position),
rotationSpeed * Time.deltaTime);
}
if (exitPosition != new Vector3(0, 0, 0) && slowOnBack)
{
distance = Vector3.Distance(transform.position, exitPosition);
}
if (distance > 5 && slowOnBack)
{
slowOnBack = false;
StartCoroutine(SlowDown());
}
}
private void OnTriggerExit(Collider other)
{
if (other.tag == "NoExit")
{
descriptionTextImage.SetActive(true);
if (other.TryGetComponent(out ColliderInfo info))
{
text.text = info.onExitText;
}
RepositionPlayer();
}
else if (other.tag == "NoEntry")
{
OnPlayerRepositioned();
}
}
private void OnTriggerEnter(Collider other)
{
if (other.tag == "NoExit")
{
OnPlayerRepositioned();
}
else if (other.tag == "NoEntry")
{
descriptionTextImage.SetActive(true);
if (other.TryGetComponent(out ColliderInfo info))
{
text.text = info.onEnterText;
}
RepositionPlayer();
}
}
private void RepositionPlayer()
{
// Stuff that needs to happen to reposition the player
exited = true;
slowOnBack = true;
exitPosition = transform.position;
thirdPersonUserControl.enabled = false;
StartCoroutine(SlowDown());
}
private void OnPlayerRepositioned()
{
// stuff you need to do to clear the "repositioning" status
exited = false;
startRotating = false;
text.text = "";
descriptionTextImage.SetActive(false);
}
IEnumerator SlowDown()
{
timeElapsed = 0;
while (timeElapsed < lerpDuration)
{
valueToLerp = Mathf.Lerp(startValue, endValue, timeElapsed / lerpDuration);
anim.SetFloat("Forward", valueToLerp);
timeElapsed += Time.deltaTime;
yield return null;
}
if (exited)
{
yield return new WaitForSeconds(3f);
startRotating = true;
StartCoroutine(SpeedUp());
}
if (slowOnBack == false)
{
thirdPersonUserControl.enabled = true;
}
}
IEnumerator SpeedUp()
{
timeElapsed = 0;
while (timeElapsed < lerpDuration)
{
valueToLerp = Mathf.Lerp(endValue, startValue, timeElapsed / lerpDuration);
anim.SetFloat("Forward", valueToLerp);
timeElapsed += Time.deltaTime;
yield return null;
}
}
}
Although there are other ways to solve this problem, centralized methods such as giving all the information to the player script by expanding the project also make it more difficult to control. The best way I can suggest you is to give the colliders information themselves, so create a ColliderInfo script like the one below and place it on the target areas.
public class ColliderInfo : MonoBehaviour
{
[TextArea] public string onEnterText, onExitText;
}
Once this is done, it is enough to call the information of each collider by going to that area, just as easily and with the same efficiency! The following code is written in the player and solves the problem. Keep in mind to create similar colliders just prefab them.
private void OnTriggerEnter(Collider other)
{
if (other.TryGetComponent(out ColliderInfo info))
{
Debug.Log(info.onEnterText);
}
}
private void OnTriggerExit(Collider other)
{
if (other.TryGetComponent(out ColliderInfo info))
{
Debug.Log(info.onExitText);
}
}
Extent of methods
The attribution method is not limited to text, for example you can define an enum of a general collider type to allow the player to react differently to different locations, or even to define the temperature in general.
public enum Type
{
None,
Hot,
Cold,
}
public Type type = Type.Hot;
Below is an example of such a structure that instead of defining a name and tag, how can you define everything related to properties, consider never entering player rotation codes in collider info, below from an object-oriented programming perspective this property belongs To the player.
if (other.TryGetComponent(out ColliderInfo info))
{
Debug.Log(info.onEnterText);
switch (info.type)
{
case ColliderInfo.Type.Hot:
Reposition();
inHotArea = true; // deal damage until staying in hot area
MeshRenderer.material.color = Color.red;
break;
case ColliderInfo.Type.Cold:
inColdArea = true; // slow effect like decreasing movement speed
MeshRenderer.material.color = Color.cyan;
break;
}
}

Blend tree in animator controller how can I change between animations smooth?

This is a screenshot of the blend tree. The top first animation is idle and on the left side bottom there is a Forward and I added also a Forward parameter. This Forward controls the player's movement speed.
and with this script attached to the player, I'm controlling the Forward parameter and slow down the player movement.
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
public class PlayerSpaceshipAreaColliding : MonoBehaviour
{
public float rotationSpeed =250;
public float movingSpeed;
public float secondsToRotate;
public GameObject uiSceneText;
public TextMeshProUGUI textMeshProUGUI;
private float timeElapsed = 0;
private float lerpDuration = 3;
private float startValue = 1;
private float endValue = 0;
private float valueToLerp = 0;
private Animator playerAnimator;
private bool exitSpaceShipSurroundingArea = false;
private bool slowd = true;
private bool startRotatingBack = false;
private bool displayText = true;
private float desiredRot;
public float damping = 10;
private Rigidbody playerRigidbody;
// Start is called before the first frame update
void Start()
{
playerAnimator = GetComponent<Animator>();
playerRigidbody = GetComponent<Rigidbody>();
desiredRot = transform.eulerAngles.y;
}
// Update is called once per frame
void Update()
{
if (exitSpaceShipSurroundingArea)
{
if (slowd)
SlowDown();
if (playerAnimator.GetFloat("Forward") == 0)
{
slowd = false;
LockController.PlayerLockState(false);
if (displayText)
{
uiSceneText.SetActive(true);
if (textMeshProUGUI.text != "")
textMeshProUGUI.text = "";
textMeshProUGUI.text = "I can see something very far in the distance, but it's too long to walk by foot.";
StartCoroutine(UITextWait());
displayText = false;
}
}
}
}
IEnumerator UITextWait()
{
yield return new WaitForSeconds(5f);
textMeshProUGUI.text = "";
uiSceneText.SetActive(false);
startRotatingBack = true;
}
private void OnTriggerEnter(Collider other)
{
if (other.name == "CrashLandedShipUpDown")
{
exitSpaceShipSurroundingArea = false;
Debug.Log("Entered Spaceship Area !");
}
}
private void OnTriggerExit(Collider other)
{
if (other.name == "CrashLandedShipUpDown")
{
exitSpaceShipSurroundingArea = true;
Debug.Log("Exited Spaceship Area !");
}
}
private void SlowDown()
{
if (timeElapsed < lerpDuration)
{
valueToLerp = Mathf.Lerp(startValue, endValue, timeElapsed / lerpDuration);
playerAnimator.SetFloat("Forward", valueToLerp);
timeElapsed += Time.deltaTime;
}
playerAnimator.SetFloat("Forward", valueToLerp);
valueToLerp = 0;
}
}
The problem is when Forward gets to value 0 and the player stops its kind of jumping to the idle animation in the blend tree and not smooth changing to it.
The value of the idle animation (Changes animation speed) in the inspector I marked with a red circle was 1 like the rest but because it was kind of jumping to the idle I changed it to 0.5 but now the whole idle animation is playing too slow like in slow motion.
I'm not sure why it's jumping the change from the slow down to the idle is looks like it's cutting jumping to it and not smoothly change to the idle animation ?
The solution that worked for me.
Inside the script ThirdPersonUserControl instead of disabling the whole script like I'm doing in the line LockController.PlayerLockState(false); I just added a public static bool and by setting the bool to true it will avoid using the input's in the script :
The new bool variable is name stop :
using System;
using UnityEngine;
using UnityStandardAssets.CrossPlatformInput;
namespace UnityStandardAssets.Characters.ThirdPerson
{
[RequireComponent(typeof (ThirdPersonCharacter))]
public class ThirdPersonUserControl : MonoBehaviour
{
private ThirdPersonCharacter m_Character; // A reference to the ThirdPersonCharacter on the object
private Transform m_Cam; // A reference to the main camera in the scenes transform
private Vector3 m_CamForward; // The current forward direction of the camera
private Vector3 m_Move;
private bool m_Jump; // the world-relative desired move direction, calculated from the camForward and user input.
public static bool stop = false;
private void Start()
{
// get the transform of the main camera
if (Camera.main != null)
{
m_Cam = Camera.main.transform;
}
else
{
Debug.LogWarning(
"Warning: no main camera found. Third person character needs a Camera tagged \"MainCamera\", for camera-relative controls.", gameObject);
// we use self-relative controls in this case, which probably isn't what the user wants, but hey, we warned them!
}
// get the third person character ( this should never be null due to require component )
m_Character = GetComponent<ThirdPersonCharacter>();
}
private void Update()
{
if (!m_Jump)
{
m_Jump = CrossPlatformInputManager.GetButtonDown("Jump");
}
}
// Fixed update is called in sync with physics
private void FixedUpdate()
{
if (stop == false)
{
// read inputs
float h = CrossPlatformInputManager.GetAxis("Horizontal");
float v = CrossPlatformInputManager.GetAxis("Vertical");
bool crouch = Input.GetKey(KeyCode.C);
// calculate move direction to pass to character
if (m_Cam != null)
{
// calculate camera relative direction to move:
m_CamForward = Vector3.Scale(m_Cam.forward, new Vector3(1, 0, 1)).normalized;
m_Move = v * m_CamForward + h * m_Cam.right;
}
else
{
// we use world-relative directions in the case of no main camera
m_Move = v * Vector3.forward + h * Vector3.right;
}
#if !MOBILE_INPUT
// walk speed multiplier
if (Input.GetKey(KeyCode.LeftShift)) m_Move *= 0.5f;
#endif
// pass all parameters to the character control script
m_Character.Move(m_Move, crouch, m_Jump);
m_Jump = false;
}
}
}
}
Then in my script, the player is slow down stop and then not moving and it's changing smoothly to the idle animation because it's doing it already in the blend tree the problem is not with the blend tree but was with the way I tried to lock the player from moving.
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityStandardAssets.Characters.ThirdPerson;
public class PlayerSpaceshipAreaColliding : MonoBehaviour
{
public float rotationSpeed =250;
public float movingSpeed;
public float secondsToRotate;
public GameObject uiSceneText;
public TextMeshProUGUI textMeshProUGUI;
private float timeElapsed = 0;
private float lerpDuration = 3;
private float startValue = 1;
private float endValue = 0;
private float valueToLerp = 0;
private Animator playerAnimator;
private bool exitSpaceShipSurroundingArea = false;
private bool slowd = true;
private bool startRotatingBack = false;
private bool displayText = true;
public float damping = 10;
private Quaternion playerRotation;
// Start is called before the first frame update
void Start()
{
playerAnimator = GetComponent<Animator>();
}
// Update is called once per frame
void Update()
{
if (exitSpaceShipSurroundingArea)
{
if (slowd)
SlowDown();
if (playerAnimator.GetFloat("Forward") == 0)
{
slowd = false;
ThirdPersonUserControl.stop = true;
if (displayText)
{
uiSceneText.SetActive(true);
if (textMeshProUGUI.text != "")
textMeshProUGUI.text = "";
textMeshProUGUI.text = "I can see something very far in the distance, but it's too long to walk by foot.";
StartCoroutine(UITextWait());
displayText = false;
}
}
if (startRotatingBack)
{
transform.rotation = Quaternion.RotateTowards(transform.rotation, playerRotation, rotationSpeed * Time.deltaTime);
}
}
}
IEnumerator UITextWait()
{
yield return new WaitForSeconds(5f);
textMeshProUGUI.text = "";
uiSceneText.SetActive(false);
startRotatingBack = true;
}
private void OnTriggerEnter(Collider other)
{
if (other.name == "CrashLandedShipUpDown")
{
exitSpaceShipSurroundingArea = false;
Debug.Log("Entered Spaceship Area !");
}
}
private void OnTriggerExit(Collider other)
{
if (other.name == "CrashLandedShipUpDown")
{
playerRotation = transform.rotation;
exitSpaceShipSurroundingArea = true;
Debug.Log("Exited Spaceship Area !");
}
}
private void SlowDown()
{
if (timeElapsed < lerpDuration)
{
valueToLerp = Mathf.Lerp(startValue, endValue, timeElapsed / lerpDuration);
playerAnimator.SetFloat("Forward", valueToLerp);
timeElapsed += Time.deltaTime;
}
playerAnimator.SetFloat("Forward", valueToLerp);
valueToLerp = 0;
}
}

How do I make my player speed up when collide with a game object in Unity?

I am doing a school project in Unity. My team and I decided to make an endless runner 2D game. However, because it is the first time I use C#, I don't know how to make my player's speed accelerate when collide with a game object in Unity. I only know how to destroy the player's health when a collision happens. Please help me! Thank you!
it's quite hard to give answers without seeing any code you've written, but as it's 2D and you've already got the collision damage working, you've probably used an OnCollisionEnter(), well it's very similar: you test if you've collided (which you've already done), then you add force to your player using a rigidbody2d, probably something along the lines of:
public Rigidbody2D rb;
void OnCollisionEnter2D(Collision2D collision)
{
rb.AddForce(direction * force, ForceMode2D.Impulse); // the ForceMode2D is
// optional, it's just so that
// the velocity change is sudden.
}
This should work.
If you have a GameManager that stores the game speed you can also do that too:
private float gameSpeedMultiplier = 0.5f;
void OnCollisionEnter(Collision collision)
{
if(collision.gameObject.CompareTag("Tag of the collided object")
{
GameManager.Instance.gameSpeed += gameSpeedMultiplier;
}
}
public class PlayerContoler : MonoBehaviour
{
public static PlayerContoler instance;
public float moveSpeed;
public Rigidbody2D theRB;
public float jumpForce;
private bool isGrounded;
public Transform GroundCheckPoint;
public LayerMask whatIsGround;
private bool canDoubleJump;
private Animator anim;
private SpriteRenderer theSR;
public float KnockbackLength, KnockbackForce;
private float KnockbackCounter;
public float bonceForce;
public bool stopImput;
private void Awake()
{
instance = this;
}
// Start is called before the first frame update
void Start()
{
anim = GetComponent<Animator>();
theSR = GetComponent<SpriteRenderer>();
}
// Update is called once per frame
void Update()
{
if(!PauseMenu.instance.isPause && !stopImput)
{
if (KnockbackCounter <= 0)
{
theRB.velocity = new Vector2(moveSpeed * Input.GetAxis("Horizontal"), theRB.velocity.y);
isGrounded = Physics2D.OverlapCircle(GroundCheckPoint.position, .2f, whatIsGround);
if (isGrounded)
{
canDoubleJump = true;
}
if (Input.GetButtonDown("Jump"))
{
if (isGrounded)
{
theRB.velocity = new Vector2(theRB.velocity.x, jumpForce);
AudioManager.instance.PlaySFX(10);
}
else
{
if (canDoubleJump)
{
theRB.velocity = new Vector2(theRB.velocity.x, jumpForce);
canDoubleJump = false;
AudioManager.instance.PlaySFX(10);
}
}
}
if (theRB.velocity.x < 0)
{
theSR.flipX = true;
}
else if (theRB.velocity.x > 0)
{
theSR.flipX = false;
}
} else
{
KnockbackCounter -= Time.deltaTime;
if(!theSR.flipX)
{
theRB.velocity = new Vector2(-KnockbackForce, theRB.velocity.y);
} else
{
theRB.velocity = new Vector2(KnockbackForce, theRB.velocity.y);
}
}
}
anim.SetFloat("moveSpeed", Mathf.Abs(theRB.velocity.x));
anim.SetBool("isGrounded", isGrounded);
}
public void Knockback()
{
KnockbackCounter = KnockbackLength;
theRB.velocity = new Vector2(0f, KnockbackForce);
anim.SetTrigger("hurt");
}
}

How to change player speed with public float from another script

Hey I am trying to change a float when my player collides with a object. I tried many ways of reference but only got null when trying to debug I came up with this so far. I want to get the gameobject that contains the player script meaning the player and after I want to get the component script tankmovement to change the variable in it.
Getting the null reference error in the powerups script line 79 reset function Tank=GameObject.FindWithTag("Player")
using System.Collections.Generic;
using UnityEngine;
public class PowerUp : MonoBehaviour {
public bool boosting = false;
public GameObject effect;
public AudioSource clip;
public GameObject Tank;
private void Start()
{
Tank = GameObject.Find("Tank(Clone)");
TankMovement script = GetComponent<TankMovement>();
}
private void OnTriggerEnter(Collider other)
{
if (other.gameObject.CompareTag("Player"))
{
if (!boosting)
{
clip.Play();
GameObject explosion = Instantiate(effect, transform.position, transform.rotation);
Destroy(explosion, 2);
GetComponent<MeshRenderer>().enabled = false;
GetComponent<Collider>().enabled = false;
Tank.GetComponent<TankMovement>().m_Speed = 20f;
//TankMovement.m_Speed = 20f;
boosting = true;
Debug.Log(boosting);
StartCoroutine(coolDown());
}
}
private IEnumerator coolDown()
{
if (boosting == true)
{
yield return new WaitForSeconds(4);
{
boosting = false;
GetComponent<MeshRenderer>().enabled = true;
GetComponent<Collider>().enabled = true;
Debug.Log(boosting);
// Destroy(gameObject);
}
}
}
void reset()
{
//TankMovement.m_Speed = 12f;
TankMovement collidedMovement = Tank.gameObject.GetComponent<TankMovement>();
collidedMovement.m_Speed = 12f;
//TankMovement1.m_Speed1 = 12f;
}
}
}
Trying to call on my m_Speed float in the player script to boost the speed of my player when he collides with it. How would you get a proper reference since my player is a prefab.
Tank script
using UnityEngine;
public class TankMovement : MonoBehaviour
{
public int m_PlayerNumber = 1;
public float m_Speed = 12f;
public float m_TurnSpeed = 180f;
public AudioSource m_MovementAudio;
public AudioClip m_EngineIdling;
public AudioClip m_EngineDriving;
public float m_PitchRange = 0.2f;
private string m_MovementAxisName;
private string m_TurnAxisName;
private Rigidbody m_Rigidbody;
private float m_MovementInputValue;
private float m_TurnInputValue;
private float m_OriginalPitch;
private void Awake()
{
m_Rigidbody = GetComponent<Rigidbody>();
}
private void OnEnable ()
{
m_Rigidbody.isKinematic = false;
m_MovementInputValue = 0f;
m_TurnInputValue = 0f;
}
private void OnDisable ()
{
m_Rigidbody.isKinematic = true;
}
private void Start()
{
m_MovementAxisName = "Vertical" + m_PlayerNumber;
m_TurnAxisName = "Horizontal" + m_PlayerNumber;
m_OriginalPitch = m_MovementAudio.pitch;
}
private void Update()
{
// Store the player's input and make sure the audio for the engine is playing.
m_MovementInputValue = Input.GetAxis(m_MovementAxisName);
m_TurnInputValue = Input.GetAxis(m_TurnAxisName);
EngineAudio();
}
private void EngineAudio()
{
// Play the correct audio clip based on whether or not the tank is moving and what audio is currently playing.
if (Mathf.Abs(m_MovementInputValue) < 0.1f && Mathf.Abs(m_TurnInputValue) < 0.1f)
{
if (m_MovementAudio.clip == m_EngineDriving)
{
m_MovementAudio.clip = m_EngineIdling;
m_MovementAudio.pitch = Random.Range(m_OriginalPitch - m_PitchRange, m_OriginalPitch + m_PitchRange);
m_MovementAudio.Play();
}
}
else
{
if (m_MovementAudio.clip == m_EngineIdling)
{
m_MovementAudio.clip = m_EngineDriving;
m_MovementAudio.pitch = Random.Range(m_OriginalPitch - m_PitchRange, m_OriginalPitch + m_PitchRange);
m_MovementAudio.Play();
}
}
}
private void FixedUpdate()
{
// Move and turn the tank.
Move();
Turn();
}
private void Move()
{
// Adjust the position of the tank based on the player's input.
Vector3 movement = transform.forward * m_MovementInputValue * m_Speed * Time.deltaTime;
m_Rigidbody.MovePosition(m_Rigidbody.position + movement);
}
private void Turn()
{
// Adjust the rotation of the tank based on the player's input.
float turn = m_TurnInputValue * m_TurnSpeed * Time.deltaTime;
Quaternion turnRotation = Quaternion.Euler(0f, turn, 0);
m_Rigidbody.MoveRotation(m_Rigidbody.rotation * turnRotation);
}
}
Since the TankMovement component you need to access is attached to the GameObject that is colliding with the power, you can get the TankMovement component you need to change by using other.gameObject.GetComponent<TankMovement>():
private void OnTriggerEnter(Collider other)
{
if (other.gameObject.CompareTag("Player"))
{
if (!boosting)
{
// stuff
TankMovement collidedMovement = other.gameObject.GetComponent<TankMovement>();
collidedMovement.m_Speed = 20f;
// more stuff
}
}
}

Categories

Resources