Add extra life HEART texture 2D - c#

I am working on 2D game.
When player collides with BOMBPrefab lose 1 heart (initial 3 heart), if collides 3 times = GameOver.
Thats is the code (works fine for BombPrefab):
using UnityEngine;
using System.Collections;
public class Heart : MonoBehaviour {
public Texture2D[] initialHeart;
private int heart;
private int many;
// Use this for initialization
void Start () {
GetComponent<GUITexture>().texture = initialHeart[0];
heart = initialHeart.Length;
}
// Update is called once per frame
void Update () {}
public bool TakeHeart()
{
if (heart < 0) {
return false;
}
if (many < (heart - 1)) {
many += 1;
GetComponent<GUITexture> ().texture = initialHeart [many];
return true;
} else {
return false;
}
}
}
I have a second HeartPrefab, I want to check when player collides... IF I have 3 hearts do nothing, IF have 1 or 2 hearts ADD extra heart.
BombPrefab Scrip:
using UnityEngine;
using System.Collections;
public class Bomb : MonoBehaviour
{
public AudioClip clipBomba;
private Heart heart;
private Gerenciador gerenciador;
void Awake ()
{
}
// Use this for initialization
void Start ()
{
gerenciador = FindObjectOfType (typeof(Gerenciador)) as Gerenciador;
}
// Update is called once per frame
void Update ()
{
}
void OnCollisionEnter2D (Collision2D colisor)
{
if (colisor.gameObject.tag == "floor") {
Destroy (gameObject, 2f);
} else {
if (colisor.gameObject.tag == "Bee") {
Som();
heart= GameObject.FindGameObjectWithTag ("Heart").GetComponent<Vidas> () as Vidas;
if (heart.TakeHeart ()) {
Destroy (gameObject);
} else {
gerenciador.GameOver ("GameOver");
}
}
}
}
void Som()
{
GetComponent<AudioSource> ().clip = clipBomb;
AudioSource.PlayClipAtPoint (clipBomb, transform.position);
}
}

First of all try not use GetComponent<>() in update and functions that are run often. It is better to cache components in Start() method. Using FindGameObjectWith...() is also not very efficient.
I would make it differently, each heart as a separate UI element (Toggle), with two states active and inactive. Then your player should have a list of those hearts and methods that allow to take damage and gain life.
int currentHeartsCount = 3;
int maxHeartsCount = 3;
List<Heart> hearts = new List<Heart>();
public void TakeDamage(int damage) {
ChangeHearts(-damage);
}
public void GainLife(int life) {
ChangeHearts(life);
}
private void ChangeHearts(int amount) {
currentHeartsCount += amount;
if(currentHeartsCount> maxHeartsCount)
currentHeartsCount = maxHeartsCount;
if(currentHeartsCount<=0) {
// call player dead code
}
int i = 1;
foreach(Heart heart in hearts) {
heart.SetHeartActive(i<=currentHeartsCount);
i++;
}
}
This is a simplified solution to give you an idea. It is more robust than yours because you can easily change start heart count, and make things like heart "overcharge". Just add base hearts, set max to desired value, and now you can create some special power ups which increase hearts over the initial limit.

Related

game manager script for hierarchy

I have an issue I'd appreciate help with. I'm trying to create game manager script that simply dictates if I have 5 objective game objects, the player is only allowed to complete them from the smallest (the smallest available objective will be indicated by the game manager) and it becomes a foul if he attempts the 2nd objective if the first is still there.
public class gameobjects : MonoBehaviour {
// Use this for initialization
int ballsLeft = 0;
bool PocketedAllBalls = false;
void Start () {
ballsLeft = 10; // or more;
}
// Update is called once per frame
void Update () {
GameObject[] balls = GameObject.FindGameObjectsWithTag("balls");
ballsLeft = balls.Length;
if(Input.GetKeyDown(KeyCode.A))
{
ballsLeft --;
}
if(ballsLeft == 0)
{
endGame();
}
}
void endGame()
{
PocketedAllBalls = true;
}
void OnGUI()
{
if(PocketedAllBalls)
{
GUI.Label(new Rect (0,0,200,20),"all gone");
}
else
{
GUI.Label(new Rect (0,0,200,20),"Balls Remaining : " + ballsLeft);
}
}
}

Health System using hearts in Unity

I got this script and try to add a way for the player to lose hearts. I am not sure if I am missing anything. I tried the script, but nothing happened. This is also for a 2d platformer, and the main thing is I just want the player to lose a heart if he falls. Please help.
using UnityEngine;
using System.Collections;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
// Attach to an empty GameObject
// To initialize script on a new scene, add updateHealthUI() in the Awake
or Start Method of your player
// Then just use this script in your OnCollision method using
thisScript.Health --
public class PlayerHealth : MonoBehaviour // MonoBehaviour
{
// Insert your 3 hearts images in the Unity Editor
public Image h1, h2, h3;
// Create an array because we're lazy
public Image[] images;
// Gameover
[SerializeField] private Image gameOver;
// A private variable to keep between scenes
int health = 3;
// Now we define Get / Set methods for health
// In case we Set health to a different value we want to update UI
public int Health { get { return health; } set { if (health != Health)
health = Health; updateHealthUI(); } }
public void Awake()
{
DontDestroyOnLoad(this.gameObject);
images = new Image[] { h1, h2, h3 };
if (transform.position.y == -80)
{
health--;
}
}
private void updateHealthUI()
{
for (int i = 0; i < images.Length; i++)
{
// Hide all images superior to the newHealth
if (i >= health)
images[i].enabled = false;
else
images[i].enabled = true;
}
// Game Over
if (health == 0)
{
SceneManager.LoadScene(2);
}
}
void Update()
{
if (health == 3)
{
images = new Image[] { h1, h2, h3 };
}
else if (health == 2)
{
images = new Image[] { h1, h2 };
}
else if (health == 1)
{
images = new Image[] { h1 };
}
}
}
You're trying to decrease the health in Awake. The problem is that Awake is called only once during the lifetime of the script instance. So, try to put that if statement into the Update method instead of Awake:
if (transform.position.y == -80)
{
health--;
}

Unity 2D, C# - Why my OnCollisionEnter2D doesn't collide?

So, i created two scripts, one named "Stats.cs" registers the player stats and the other one named "PlayerHealth.cs" "makes" the player take damage on contact and updates the Hearts in the HUD. My problem is, whenever i collide with an object that has a tag named "Projectile" it simply doesn't work, my player doesn't take damage at all. The Stats.cs script isn't in any object, the PlayerHealth.cs is in my Player object.
Stats.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[System.Serializable]
public class Stats{
private int health;
public int maxHP = 3;
public int Health
{
get
{
//Some code
return health;
}
set
{
//Some code
health = Mathf.Clamp(value, 0, maxHP);
}
}
public void SetHealth()
{
Health = maxHP;
}
}
PlayerHealth.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class PlayerHealth : MonoBehaviour
{
Stats playerStats = new Stats();
public int curHealth;
public int numOfHearts = 3;
public Image[] hearts;
public Sprite fullHeart;
public Sprite emptyHeart;
void OnCollisionEnter2D(Collision2D other)
{
if (other.gameObject.CompareTag("Projectile"))
{
Debug.Log("Hello");
DamagePlayer(1);
Destroy(other.gameObject);
}
}
public void DamagePlayer(int damage)
{
playerStats.Health -= damage;
}
// Start is called before the first frame update
void Start()
{
playerStats.SetHealth();
curHealth = numOfHearts;
}
// Update is called once per frame
void Update()
{
curHealth = playerStats.Health;
numOfHearts = playerStats.maxHP;
if (curHealth>numOfHearts){
curHealth = numOfHearts;
}
if(curHealth <= 0){
Die();
}
for (int i = 0; i < hearts.Length; i++)
{
if(i < curHealth){
hearts[i].sprite = fullHeart;
} else
{
hearts[i].sprite = emptyHeart;
}
if(i < numOfHearts){
hearts[i].enabled = true;
} else {
hearts[i].enabled = false;
}
}
}
void Die(){
//Restart
Application.LoadLevel(Application.loadedLevel);
}
}
curHealth is updating so it will stay as the actual Health in Stats and will change the images in HUD.
The Player has a RigidBody2D on him two colliders, one is a box for the body, and the other is a circle collider, so when the player crouches, the circle collider disables.
The Projectiles also have and RigidBody2D with 0 gravity (so it won't fall in mid air) and a BoxCollider2D.
I would check and make sure that the projectile is tagged as Projectile and that the BoxCollider doesn't have "Is Trigger" checked.
I should also say, iterating with that for loop in the Update is very bad practice performance wise. That is happening literally as fast as the machine can loop it and it is doing that every time. I would look into updating it on an event.
Hope this helps!

How to change the scene after gaze Timer done?

Now I am doing a project for my final term in university and my area changed the scene by gazing(google VR SDK).
At first, I just put a code to change the scene. It worked. But I want some enhance, so I used gaze timer which I watched at youtube (link: https://www.youtube.com/watch?v=bmMaVTV8UqY)
Now, the gaze Timer animation is working but the SceneSwitcher function in NexScene1 code isn't working.
I've done 'build' after adding the new scene that I add gaze timer function.
Also, I used tagged which shown in the youtube.
That's all I did.
public class VRGaze : MonoBehaviour {
public Image imgGaze;
public float totalTime = 2;
bool gvrStatus;
float gvrTimer;
public int distanceOfRay = 10;
private RaycastHit _hit;
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
if (gvrStatus)
{
gvrTimer += Time.deltaTime;
imgGaze.fillAmount = gvrTimer / totalTime;
}
Ray ray = Camera.main.ViewportPointToRay(new Vector3(0.5f, 0.5f, 0.5f));
if(Physics.Raycast(ray, out _hit, distanceOfRay))
{
if(imgGaze.fillAmount == 1 && _hit.transform.CompareTag("NexScene1"))
{
_hit.transform.gameObject.GetComponent<NexScene1>().SceneSwitcher();
}
}
}
public void GVROn() {
gvrStatus = true;
}
public void GVROff() {
gvrStatus = false;
gvrTimer = 0;
imgGaze.fillAmount = 0;
}
}
public class NexScene1 : MonoBehaviour {
public UnityEngine.UI.Scrollbar obj_scroll_;
public GameObject player;
public void PointEnter()
{
StartCoroutine(TimeToAction());
}
public void PointExit()
{
StopAllCoroutines();
}
public void SceneSwitcher()
{
SceneManager.LoadScene("Page2");
}
void Start () {
}
// Update is called once per frame
void Update () {
}
}
Not an actual error but just the SwitchScene function is not called at VRGaze
Not an error but the console says:
It is recommended to use GvrPointerPhysicsRaycaster or
GvrPointerGrahpicRaycaster with GvrPointerInputModule.

Object not appearing after a certain amount of time

So I put the object in the scene and then I made it "invisible" (deactivate if you will) from the inspector (the checkmark box next to the object's name) and after waiting 8 seconds it doesn't become visible. I am using Unity 2d and C#.
I have the game start paused for three seconds then plays after that which works. The first script is that one. The item is supposed to reappear after 8 seconds so after the game resumes, which doesn't work.
//delay before level starts script
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class countDown : MonoBehaviour
{
public GameObject CountDown;
private void Start()
{
StartCoroutine("StartDelay");
}
void Update()
{
}
IEnumerator StartDelay()
{
Time.timeScale = 0;
float pauseTime = Time.realtimeSinceStartup + 3f;
while (Time.realtimeSinceStartup < pauseTime)
yield return 0;
CountDown.gameObject.SetActive(false);
Time.timeScale = 1;
}
{
//script for the flower to appear
IEnumerator Start()
{
print(Time.time);
yield return new WaitForSeconds(8);
print(Time.time);
flowerInScene.gameObject.SetActive(true);
}
[SerializeField] Transform flowerInScene;
}
I still don't really get your two methods called Start
You can simply call a StartCoroutine at the end of another Coroutine so you can chain them together (though there are surely better ways to do what you want in general):
using System.Collections;
using UnityEngine;
public class CountDown : MonoBehaviour
{
public GameObject CountDownObject;
public GameObject flowerObject;
private void Start()
{
StartCoroutine(Delay());
}
private IEnumerator Delay()
{
yield return new WaitForSeconds(3);
HideCountdown();
StartCoroutine(FlowerDelay());
}
private void HideCountdown()
{
CountDownObject.SetActive(false);
}
private IEnumerator FlowerDelay()
{
yield return new WaitForSeconds(8);
ShowFlower();
}
private void ShowFlower()
{
flowerObject.SetActive(true);
}
}
I personaly don't like Coroutines .. they are not so easy to debug sometimes. I would prefer doing something like this with simple timers (though in the first moment it does look worse). Advantage is I can now directly watch the timer count down in the inspector:
using UnityEngine;
public class SimpleCountDown : MonoBehaviour
{
[Header("The Objects")]
public GameObject CountDownObject;
public GameObject FlowerObject;
[Header("Settings")]
// Here you can adjust the delay times
public float StartOffset = 3;
public float FlowerOffset = 8;
[Header("Debug")]
public float startTimer;
public float flowerTimer;
public bool isStartDelay;
public bool isFlowerDelay;
private void Start()
{
startTimer = StartOffset;
flowerTimer = FlowerOffset;
isStartDelay = true;
}
private void Update()
{
if (!isStartDelay && !isFlowerDelay) return;
if (isStartDelay)
{
startTimer -= Time.deltaTime;
if (startTimer <= 0)
{
HideCountdown();
isStartDelay = false;
isFlowerDelay = true;
}
}
if (isFlowerDelay)
{
flowerTimer -= Time.deltaTime;
if (flowerTimer <= 0)
{
ShowFlower();
isFlowerDelay = false;
this.enabled = false;
}
}
}
private void HideCountdown()
{
CountDownObject.SetActive(false);
}
private void ShowFlower()
{
FlowerObject.SetActive(true);
}
}

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