In Unity3d, How to detect touch on UI, or not? - c#

I am making a Unity3d mobile application. And I have a problem: How to detect touch on UI, or not?
I tried this (but it doesn't work):
UnityEngine.EventSystems.EventSystem.current.IsPointerOverGameObject();
and this:
private static List<RaycastResult> tempRaycastResults = new List<RaycastResult>();
public bool PointIsOverUI(float x, float y)
{
var eventDataCurrentPosition = new PointerEventData(EventSystem.current);
eventDataCurrentPosition.position = new Vector2(x, y);
tempRaycastResults.Clear();
EventSystem.current.RaycastAll(eventDataCurrentPosition, tempRaycastResults);
return tempRaycastResults.Count > 0;
}

For mobile you need to pass the id of the Touch to IsPointerOverGameObject
foreach (Touch touch in Input.touches)
{
int id = touch.fingerId;
if (EventSystem.current.IsPointerOverGameObject(id))
{
// ui touched
}
}

Please try this :
// for Android check differently :
if(EventSystem.current.IsPointerOverGameObject(0) return false;
// for windows check as usual :
if (EventSystem.current.IsPointerOverGameObject())
return false;

Add this to the clickable object
private MyUIHoverListener uiListener;
private Vector3 mousePos;
private void OnMouseDown()
{
mousePos = Input.mousePosition;
Debug.Log(Input.mousePosition);
}
private void OnMouseUp()
{
//this part helps to not trigger object when dragging
mousePos -= Input.mousePosition;
//Debug.Log(mousePos);
if(mousePos.x < 3 && mousePos.y < 3
&& mousePos.z < 3 && mousePos.x > -3
&& mousePos.y > -3 && mousePos.z > -3)
{
//Debug.Log("NOT MOVED");
if (!GameMan.ObjectClickBlocker)
{
if (uiListener.IsUIOverride)
{
//Debug.Log("Cancelled OnMouseDown! A UI element has override this object!");
}
else
{
// Debug.Log("Object OnMouseDown");
StartCoroutine(LoadThisBuilding(0));
ToggleBuildingMenu();
}
}
}
}
Add this on the object in front of the clickable object:
public class MyUIHoverListener : MonoBehaviour
{
[SerializeField]
public bool IsUIOverride { get; private set; }
void Update()
{
// It will turn true if hovering any UI Elements
IsUIOverride = EventSystem.current.IsPointerOverGameObject();
}
void OnDisable()
{
IsUIOverride = false;}
}
}

Related

Unity PUN 2 shooting not syncing

I wanted to add multiplayer to my game but i quickly faced many many problems, i cant find any clear solution online. i made a weapon script where the player can shoot and reload.
problems:
when i shoot, on 1 screen both players shoot, but at the other screen nothing happens
when i swap weapons, on 1 screen both players swap weapons, on the second screen nothing happens
note: im still a complete beginner so go easy on me please :)) thanks!
weapon script:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using TMPro;
using Photon.Pun;
public class weaponScript : MonoBehaviour
{
public weaponSO weaponStats;
public GameObject reloadingText;
public TMP_Text ammoValue;
public Transform firePoint;
public GameObject bulletPrefab;
public float bulletForce = 2f;
public bool isShooting;
public float pistolDamage;
public int currentAmmoClip = 1;
public int maxAmmoClip;
public int currentReserve = 1;
public int maxReserve;
public float reloadTime = 2f;
public bool isReloading = false;
public int bulletsShot;
public float startingDamage;
PhotonView view;
public void Start()
{
view = GetComponent<PhotonView>();
if(view.IsMine)
{
view.RPC("Update", RpcTarget.AllBuffered);
}
WeaponStats();
currentAmmoClip = maxAmmoClip;
currentReserve = maxReserve;
bulletsShot = maxAmmoClip - currentAmmoClip;
isShooting = false;
weaponStats.damage = startingDamage;
}
[PunRPC]
public void Update()
{
ammoValue.text = currentAmmoClip.ToString("0") + "/" + currentReserve.ToString("0");
if (Input.GetKeyDown(KeyCode.R))
{
if(currentReserve <= 0)
{
return;
}
if (currentAmmoClip == maxAmmoClip && !isReloading)
{
return;
}
else
{
StartCoroutine(Reload());
return;
}
}
if(Input.GetButtonDown("Fire1") && currentAmmoClip >= 1)
{
if(isReloading == false)
{
bulletsShot += 1;
currentAmmoClip -= 1;
isShooting = true;
Shoot();
FindObjectOfType<AudioManager>().Play("shot1");
return;
}
}
if(isReloading)
return;
if(currentAmmoClip <= 0 && currentReserve >= 1)
{
StartCoroutine(Reload());
return;
}
}
IEnumerator Reload()
{
reloadingText.SetActive(true);
isReloading = true;
yield return new WaitForSeconds(reloadTime);
if(currentReserve <= bulletsShot)
{
currentAmmoClip += currentReserve;
currentReserve = 0;
}
else
{
currentReserve -= bulletsShot;
currentAmmoClip = maxAmmoClip;
}
bulletsShot = 0;
reloadingText.SetActive(false);
isReloading = false;
}
void Shoot()
{
GameObject bullet = Instantiate(bulletPrefab, firePoint.position, firePoint.rotation);
Rigidbody2D rb = bullet.GetComponent<Rigidbody2D>();
rb.AddForce(firePoint.up * bulletForce, ForceMode2D.Impulse);
}
public void WeaponStats()
{
pistolDamage = weaponStats.initialDamage;
maxAmmoClip = weaponStats.maxAmmoClip;
maxReserve = weaponStats.maxReserve;
reloadTime = weaponStats.reloadTime;
bulletForce = weaponStats.bulletForce;
startingDamage = weaponStats.initialDamage;
}
}
weapon holder:
using UnityEngine;
public class WeaponHolder : MonoBehaviour
{
public int selectedWeapon = 0;
void Start()
{
SelectWeapon();
}
void Update()
{
if(FindObjectsOfType<weaponScript>()[0].isReloading == true)
{
return;
}
else
{
switchWeapon();
}
}
public void switchWeapon()
{
int previousSelectedWeapon = selectedWeapon;
if(Input.GetAxis("Mouse ScrollWheel") > 0f)
{
if(selectedWeapon >= transform.childCount - 1)
{
selectedWeapon = 0;
}
else
{
selectedWeapon++;
}
}
if(Input.GetAxis("Mouse ScrollWheel") < 0f)
{
if(selectedWeapon <= 0)
{
selectedWeapon = transform.childCount - 1;
}
else
{
selectedWeapon--;
}
}
if(previousSelectedWeapon != selectedWeapon)
{
SelectWeapon();
}
}
public void SelectWeapon()
{
int i = 0;
foreach (Transform weapon in transform)
{
if(i == selectedWeapon)
{
weapon.gameObject.SetActive(true);
}
else
{
weapon.gameObject.SetActive(false);
}
i++;
}
}
}
i tried adding
if(view.IsMine == true)
{
Debug.Log("true");
}
else
{
Debug.Log("false");
}
but nothing happened and i couldnt shoot anymore. thanks for reading
The problem is you don't sync anything in your game. This means the other computer can't know what it has to do.
Whenever you want to sync something you have to call an RPC function.
Maybe watch some tutorials about how to do this properly and how to set up a simple multiplayer lobby.
EDIT:
What the other comments above mentioned with .IsMine is true, but you're doing it wrong. You have to call this in start or awake and whenever the view is not yours you disable the camera of the person only and disable shooting. Its important to only do this on your computer! If you are not doing everyone will shoot when you press Shoot and everyone will walk when you walk.

transform does not exits in current context

I am finding it hard to figure out why my transform is wrong. Can anyone help me on this problem. I am trying to make a FSM for my enemy so it either goes for the player or go for food. But when I try to test it I get a compiler error.
using UnityEngine;
using System.Collections;
public class Enemy : MovingObject
{
public int playerDamage;
private Animator animator;
private Transform target;
private bool skipMove;
private Transform Player;
public AudioClip enemyAttack1;
public AudioClip enemyAttack2;
protected override void Start ()
{
GameManager.instance.AddEnemeyToList(this);
animator = GetComponent<Animator> ();
target = GameObject.FindGameObjectWithTag ("Food").transform;
base.Start ();
AIEnemy();
Player = GameObject.FindWithTag("Player").transform;
}
protected override void AttemptMove<T> (int xDir, int yDir)
{
if (skipMove)
{
skipMove = false;
return;
}
base.AttemptMove <T> (xDir, yDir);
skipMove = true;
}
public void MoveEnemy()
{
int xDir = 0;
int yDir = 0;
if (Mathf.Abs (target.position.x - transform.position.x) < float.Epsilon)
yDir = target.position.y > transform.position.y ? 1 : -1;
else
xDir = target.position.x > transform.position.x ? 1 : -1;
AttemptMove<Player> (xDir, yDir);
}
protected override void OnCantMove <T> (T component)
{
Player hitPlayer = component as Player;
hitPlayer.LoseFood (playerDamage);
animator.SetTrigger("enemyAttack");
SoundManager.instance.RandomizeSfx (enemyAttack1, enemyAttack2);
}
private void OnTriggerEnter2D(Collider2D other)
{
if (other.tag == "Food")
{
other.gameObject.SetActive(false);
}
else if (other.tag == "Soda")
{
other.gameObject.SetActive(false);
}
}
void AIEnemy()
{
int State = 0;
if (State == 0)
{
transform.LookAt(Player);
State++;
}
if (State == 1)
transform.LookAt(target);
Debug.Log("State 1");
State++;
if (State == 2)
{
Debug.Log("State 2");
}
}
}
public Transform FindClosetFood()
{
float minDistance = float.PositiveInfinity;
Transform closetFood = null;
GameObject[] foods = GameObject.FindGameObjectsWithTag("Food");
for(int i = 0; i<foods.Length; i++)
{
float distance = Vector2.Distance(transform.position, foods[i].transform.position);
if (distance < minDistance)
{
minDistance = distance;
closetFood = foods[i].transform;
}
}
return closetFood;
}
}
I added a private Transform Player. So my enemy knows what to look at but I still dont get anything in console. And I tried calling it in start. But now I ended up with this compiler error.
The error comes in this line
float distance = Vector2.Distance("transform".position, foods[i].transform.position);
MovingObject script:
using UnityEngine;
using System.Collections;
public abstract class MovingObject : MonoBehaviour
{
public float moveTime = 0.1f;
public LayerMask blockingLayer;
private BoxCollider2D boxCollider;
private Rigidbody2D rb2D;
private float inverseMoveTime;
// Use this for initialization
protected virtual void Start ()
{
boxCollider = GetComponent<BoxCollider2D> ();
rb2D = GetComponent<Rigidbody2D> ();
inverseMoveTime = 1f / moveTime;
}
protected bool Move (int xDir, int yDir, out RaycastHit2D hit)
{
Vector2 start = transform.position;
Vector2 end = start + new Vector2 (xDir, yDir);
boxCollider.enabled = false;
hit = Physics2D.Linecast (start, end, blockingLayer);
boxCollider.enabled = true;
if (hit.transform == null)
{
StartCoroutine(SmoothMovement (end));
return true;
}
return false;
}
protected IEnumerator SmoothMovement (Vector3 end)
{
float sqrRemainingDistance = (transform.position - end).sqrMagnitude;
while (sqrRemainingDistance > float.Epsilon)
{
Vector3 newPosition = Vector3.MoveTowards (rb2D.position, end, inverseMoveTime * Time.deltaTime);
rb2D.MovePosition(newPosition);
sqrRemainingDistance = (transform.position - end).sqrMagnitude;
yield return null;
}
}
protected virtual void AttemptMove <T> (int xDir, int yDir) where T : Component
{
RaycastHit2D hit;
bool canMove = Move (xDir, yDir, out hit);
if (hit.transform == null)
return;
T hitComponent = hit.transform.GetComponent<T> ();
if(!canMove && hitComponent != null)
OnCantMove (hitComponent);
}
protected abstract void OnCantMove <T> (T component) where T : Component;
}
It can't find transform.position because transform is a variable undeclared under Component. MonoBehaviour drives from Behaviour and Behaviour derives from Component. To get access to the transform variable, your script must derive from one of these. Although MonoBehaviour is what the script should derive from.
In code, your Enemy script already derive from MovingObject script which derives from MonoBehaviour so that should give you access to the transform variable but there is a problem. There is an extra } at the end of the AIEnemy() function in your Enemy script. That extra } at the end of the AIEnemy() function closes or marks the end of the Enemy script therefore making the transform variable unavailable to you. Remove the extra } at the end of the AIEnemy() function and your problem should be fixed.
If you can't find it, use the new Enemy script below:
public class Enemy : MovingObject
{
public int playerDamage;
private Animator animator;
private Transform target;
private bool skipMove;
private Transform Player;
public AudioClip enemyAttack1;
public AudioClip enemyAttack2;
protected override void Start()
{
GameManager.instance.AddEnemeyToList(this);
animator = GetComponent<Animator>();
target = GameObject.FindGameObjectWithTag("Food").transform;
base.Start();
AIEnemy();
Player = GameObject.FindWithTag("Player").transform;
}
protected override void AttemptMove<T>(int xDir, int yDir)
{
if (skipMove)
{
skipMove = false;
return;
}
base.AttemptMove<T>(xDir, yDir);
skipMove = true;
}
public void MoveEnemy()
{
int xDir = 0;
int yDir = 0;
if (Mathf.Abs(target.position.x - transform.position.x) < float.Epsilon)
yDir = target.position.y > transform.position.y ? 1 : -1;
else
xDir = target.position.x > transform.position.x ? 1 : -1;
AttemptMove<Player>(xDir, yDir);
}
protected override void OnCantMove<T>(T component)
{
Player hitPlayer = component as Player;
hitPlayer.LoseFood(playerDamage);
animator.SetTrigger("enemyAttack");
SoundManager.instance.RandomizeSfx(enemyAttack1, enemyAttack2);
}
private void OnTriggerEnter2D(Collider2D other)
{
if (other.tag == "Food")
{
other.gameObject.SetActive(false);
}
else if (other.tag == "Soda")
{
other.gameObject.SetActive(false);
}
}
void AIEnemy()
{
int State = 0;
if (State == 0)
{
transform.LookAt(Player);
State++;
}
if (State == 1)
transform.LookAt(target);
Debug.Log("State 1");
State++;
if (State == 2)
{
Debug.Log("State 2");
}
}
public Transform FindClosetFood()
{
float minDistance = float.PositiveInfinity;
Transform closetFood = null;
GameObject[] foods = GameObject.FindGameObjectsWithTag("Food");
for (int i = 0; i < foods.Length; i++)
{
float distance = Vector2.Distance(transform.position, foods[i].transform.position);
if (distance < minDistance)
{
minDistance = distance;
closetFood = foods[i].transform;
}
}
return closetFood;
}
}

synchronize bool in all client networking

i'm trying to develop a multiplayer game .
I declared a bool variable which must be synchronized by the server.
this is my code :
public GameObject blueBar, redBar;
public GameObject barH, barV;
[SyncVar] public bool localTurn;
void Start ()
{
localTurn = true;
if (!isLocalPlayer)
{
Cmdbars();
}
}
void Update ()
{
OnClick();
}
[Command]
void Cmdbars()
{
GameObject bar1 = Instantiate(barH, GameObject.Find("pos1").GetComponent<Transform>().transform.position, Quaternion.identity) as GameObject;
NetworkServer.Spawn(bar1);
}
private void OnClick()
{
if (Input.GetMouseButtonDown(0))
{
Vector2 origin = new Vector2(
Camera.main.ScreenToWorldPoint(Input.mousePosition).x,
Camera.main.ScreenToWorldPoint(Input.mousePosition).y);
CmdOnClick(origin.x, origin.y);
}
}
[Command(channel = 0)]
private void CmdOnClick(float x, float y)
{
RpcClick(x, y);
}
[ClientRpc(channel = 0)]
private void RpcClick(float x, float y)
{
Vector2 origin = new Vector2(x, y);
RaycastHit2D hit = Physics2D.Raycast(origin, Vector2.zero, 0f);
if (hit && hit.transform.gameObject.tag.Equals("Untagged") && localTurn)
{
hit.transform.gameObject.GetComponent<SpriteRenderer>().sprite = blueBar.GetComponent<SpriteRenderer>().sprite;
hit.transform.gameObject.tag = "ok";
CmdclientPlaying();
}
if (hit && hit.transform.gameObject.tag.Equals("Untagged") && !localTurn)
{
hit.transform.gameObject.GetComponent<SpriteRenderer>().sprite = redBar.GetComponent<SpriteRenderer>().sprite;
hit.transform.gameObject.tag = "ok";
CmdlocalPlaying();
}
}
here are the commands to change the bool
[Command]
void CmdlocalPlaying()
{
localTurn = true;
}
[Command]
void CmdclientPlaying()
{
localTurn = false;
}
everything is going well except the the bool localTurn change in local only not in all clients.
must change boll after click in object to play alternately between players.
try to change this if block to include else if
if (hit && hit.transform.gameObject.tag.Equals("Untagged") && localTurn)
{
hit.transform.gameObject.GetComponent<SpriteRenderer>().sprite = blueBar.GetComponent<SpriteRenderer>().sprite;
hit.transform.gameObject.tag = "ok";
CmdclientPlaying();
}
else if (hit && hit.transform.gameObject.tag.Equals("Untagged") && !localTurn)
{
hit.transform.gameObject.GetComponent<SpriteRenderer>().sprite = redBar.GetComponent<SpriteRenderer>().sprite;
hit.transform.gameObject.tag = "ok";
CmdlocalPlaying();
}
when the CmdclientPlaying(); is called it makes the localTurn to false which will trigger the next if statement and make call to CmdlocalPlaying()
i changed the code . i call the function to change the bool outside Rpcclick()
and it worked .
but i dont now why it does not work before .

Spawn AI when player is around (Unity3d/C#)

I have a script that currently spawns enemies by set positions (point spawn). I am wondering how am I able to make them spawn ONLY when player is, for example, within 50 meters from spawn-point.
Wander Manager:
public class WanderingManager : MonoBehaviour {
public Transform[] wanderingPoints;
void getNewPos(GameObject target){
target.SendMessage("setNewWanderPos", wanderingPoints[Random.Range(0, wanderingPoints.Length)].position, SendMessageOptions.DontRequireReceiver);
}
}
Enemy Manager script:
[RequireComponent (typeof (WanderingManager))]
public class EnemyManager: MonoBehaviour {
public int maxZombies = 7;
public float spawnInterval = 5.0f;
public string zombiesTag = "Zombie", playerTag = "Player";
public GameObject[] ZombiePrefabs = null;
private GameObject player = null;
private ArrayList Zombies = new ArrayList();
private float lastTime = -10.0f;
private bool loaded = false;
private WanderingManager manager;
void Start () {
manager = GetComponent<WanderingManager>();
findPlayer();
}
// Update is called once per frame
void LateUpdate () {
if(player == null && loaded){
StartCoroutine(Restart());
}
if(Time.time > lastTime){
for(int i=0; i<Zombies.Count; i++){
if(Zombies[i] == null){
Zombies.RemoveAt(i);
}
}
if(Zombies.Count > maxZombies){
Zombies.RemoveAt(Zombies.Count - 1);
}else{
Transform point = manager.wanderingPoints[Random.Range(0, manager.wanderingPoints.Length)];
GameObject Z = Instantiate(ZombiePrefabs[Random.Range(0, ZombiePrefabs.Length)], point.position, point.rotation * Quaternion.Euler(0.0f, Random.Range(0.0f, 180.0f), 0.0f)) as GameObject;
Zombies.Add(Z);
}
lastTime = Time.time + spawnInterval;
}
}
void findPlayer(){
GameObject newPlayer = GameObject.FindWithTag(playerTag);
if(newPlayer != null && !newPlayer.name.Contains("Clone")){
player = newPlayer;
loaded = true;
}else if(newPlayer != null && newPlayer.name.Contains("Clone")){
Destroy(newPlayer);
retrySearch();
}
}
void retrySearch(){
findPlayer();
}
IEnumerator Restart(){
yield return new WaitForSeconds(10.0f);
SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex);
}
}
Any help will be appreciated. Thanks!
Just do a distance check. Something like this:
if (Vector3.Distance(player.transform.position,enemySpawn.transform.position) < 50):
{
spawnEnemyLogic();
}

Disable the GUI when the character moving

i already make the player character to move to it is destination (animate the character to move to that destination), i wanted to disable the GUI button when the player character is moving, but i can't get it and work it out. Could you guys help me?
Here is the code:
public class UserPlayer : Player
{
public override void TurnUpdate()
{
//Moving animation
if (positionQueue.Count > 0)
{
GUI.enabled = false; // This is the one that i want when the character still moving (animation still moving), disabled the GUI. But i can't get it
transform.position += (positionQueue[0] - transform.position).normalized * moveSpeed * Time.deltaTime;
if (Vector3.Distance(positionQueue[0], transform.position) <= 0.1f)
{
transform.position = positionQueue[0];
positionQueue.RemoveAt(0);
if (positionQueue.Count == 0)
{
actionPoints--;
}
}
}
base.TurnUpdate();
}
public override void TurnOnGUI()
{
base.TurnOnGUI();
}
}
public class Player : MonoBehaviour
{
//for movement animation
public List<Vector3> positionQueue = new List<Vector3>();
public virtual void TurnUpdate()
{
if (actionPoints <= 0)
{
actionPoints = 2;
magicAttacking = false;
moving = false;
attacking = false;
GameManager.instance.NextTurn();
}
}
public virtual void TurnOnGUI()
{
if (GameManager.instance.currentPlayerIndex == 0 || GameManager.instance.currentPlayerIndex == 2)
{
//ToolTip Text
move = GUI.Button(buttonRect, new GUIContent("Move", "Move the Player"));
GUI.Label(tooltipRect, GUI.tooltip, label1);
GUI.tooltip = null;
//Move Button
if (move)
{
if (!moving)
{
GameManager.instance.RemoveTileHighlights();
moving = true;
attacking = false;
GameManager.instance.HighlightTilesAt(gridPosition, Color.blue, movementPerActionPoint);
}
else
{
moving = false;
attacking = false;
GameManager.instance.RemoveTileHighlights();
}
}
}
Your question has been already made, take a look here.
Adapt your code in this way:
public virtual void TurnOnGUI() {
if (GameManager.instance.currentPlayerIndex == 0 || GameManager.instance.currentPlayerIndex == 2) {
...
if(!moving) {
move = GUI.Button(buttonRect, new GUIContent("Move", "Move the Player"));
GUI.Label(tooltipRect, GUI.tooltip, label1);
}
...
}
}

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