How can I stop my ball in unity firing multiple times? - c#

I have been following the Learn To Code By Making Games (Block breaker game section) course from Udemy and I'm on about lecture 80 and I just realised that I can click my mouse more than once, and it will start my ball moving again, while in game and while the ball is already moving. I hope you know what I'm trying to say. So basically I want the ball to fire when the mouse is clicked, and then not have any effect after that. But also keep into consideration, the game has lives, so once one life is lost, so the game should basically reset so the player can continue with the game (like atari breakout does). Anyway, any ideas on how I could make it only? (Below is my code for the ball)
using UnityEngine;
using System.Collections;
public class Ball : MonoBehaviour {
private Paddle paddle;
private Vector3 paddleToBallVector;
private bool hasStarted = false;
private int speed;
//private Vector3 changeSpeed;
private Vector3 resume;
public Collider2D pauseCollider;
void Start () {
paddle = GameObject.FindObjectOfType<Paddle>();
paddleToBallVector = this.transform.position - paddle.transform.position;
}
void Update () {
if(!hasStarted) {
this.transform.position = paddle.transform.position + paddleToBallVector;
}
}
public void startGame () {
//print ("Mouse Has Been Clicked\n Launching Ball");
hasStarted = true;
this.rigidbody2D.velocity = new Vector2 (0f, 200f);
}
}

Related

Unity-3D, Enemy using Raycast and NavMesh keeps seeing me through walls

I've been trying to set an enemy on a patrol path while not chasing my player character. I want to use RayCast so that the enemy can spot the player and begin to chase the player. It functions as I intended. However, even when there's an obstacle or wall between us, or when I approach from behind, the enemy 'sees' my player and starts to chase me. It seems to ignore the Raycast, and instead focuses on the proximity to the enemy.
Enemy spotting player through wall
public class EnemyController : MonoBehaviour
{
private NavMeshAgent enemy;// assaign navmesh agent
private Transform playerTarget;// reference to player's position
private float attackRadius = 10.0f; // radius where enemy will spot player
public Transform[] destinationPoints;// array of points for enemy to patrol
private int currentDestination;// reference to current position
public bool canSeePlayer = false;
private Ray enemyEyes;
public RaycastHit hitData;
private void Awake()
{
enemy = GetComponent<NavMeshAgent>();
playerTarget = GameObject.Find("Player").GetComponent<Transform>();
enemyEyes = new Ray(transform.position, transform.forward);
}
private void Start()
{
Physics.Raycast(enemyEyes, attackRadius);
}
private void Update()
{
Lurk();
Debug.DrawRay(transform.position, transform.forward * attackRadius);
}
void Lurk()
{
Debug.Log("Lurking");
float distanceToPlayer = Vector3.Distance(transform.position, playerTarget.position);
//check if raycast hits playerLayer and enemy is close enough to attack
if (Physics.Raycast(enemyEyes, out hitData, attackRadius * 2, layerMask: ~6) && distanceToPlayer < attackRadius)
{
Debug.Log("You hit " + hitData.collider.gameObject.name);
ChasePlayer();
}
else
{
canSeePlayer = false;
Patrol();
}
}
void Patrol()
{
if (!canSeePlayer && enemy.remainingDistance < 0.5f)
{
enemy.destination = destinationPoints[currentDestination].position;
UpdateCurrentPoint();
}
}
void UpdateCurrentPoint()
{
if (currentDestination == destinationPoints.Length - 1)
{
currentDestination = 0;
}
else
{
currentDestination++;
}
}
void ChasePlayer()
{
StartCoroutine(ChaseTime());
canSeePlayer = true;
transform.LookAt(playerTarget.position);
Vector3 moveTo = Vector3.MoveTowards(transform.position, playerTarget.position, attackRadius);
enemy.SetDestination(moveTo);
}
IEnumerator ChaseTime()
{
Debug.Log("Chasing");
yield return new WaitForSeconds(10.0f);
if (!Physics.Raycast(enemyEyes, out hitData, attackRadius * 2, layerMask: ~6))
{
canSeePlayer = false;
Debug.Log("Lurking");
Lurk();
}
}
}
I've removed the tilde "~" for the layermask, but then the enemy doesn't ever see the player.
I've initialised and set a layer mask reference to the 'playerLayer' and used it in place of "layermask: ~6", to no avail.
I've used the int reference to the Player layer, to no avail.
I've used bitwise operator to reference the player layer, to no avail.
I've removed the distanceToPlayer conditional, but the enemy doesn't see the player.
I've adjusted the length of the Ray but if it's ever shorter than the attack radius, it doesn't work.
I don't understand why you need a layer mask. If you want the Raycast to hit something in front of the player then you must include all layers in the Raycast.
What you need to do is remove the layermask from Raycast and in the if statement check if the out hit collider is on Player and if the player is in attack radius. Here is a simple outline
If(raycast)
{
if(hit.collider.gameobject==player && player in proximity)
{
Then can see is true
}
}
You can give this article on Unity Raycast a read to understand more on layermask.
regarding player detection through a wall,I would try adding an extra if statement in the Lurk method.This condition would check if the raycast is touching the wall, if so, do not proceed with the method, if not, continue. Sorry for giving the code in this form but I don't have access to a computer and the phone doesn't want to cooperate
enter image description here

Unity3D: How can i make my player go where i clicked with the mouse, without nav mesh agent?

I want to move my player around in my level without a NavMesh Agent.
I was thinking something about raycasting, but i have tried everything and even looked up videos and searched on google about it, can't seem to find anything that works
Plz help!
you can use this for moving to mouseclick position.
This method will move object or player to the position where mouse is clicked on screen.
sorry for syntax error i have typed directly here
using UnityEngine;
using System.Collections;
public class MouseMovement : MonoBehaviour
{
public float speed = 10f;
bool isplayermove = false;
// Use this for initialization
private void Start ()
{
Vector3 playerpos = transform.position;
}
// Update is called once per frame
private void Update ()
{
if (Input.GetKeyDown(KeyCode.Mouse0))
{
is moveplayer = true;
}
if(ismoveplayer)
{
Vector3 mousePos = Camera.main.ScreenToWorldPoint(new Vector3(input.mousepos.x,input.mousepos.y,input.mousepos.z);
transform.position = Vector3.MoveTowards(transform.position,new Vector3(mousepos.x,transform.position.y,mousepos.z),speed * time.deltatime);
if(transform.position == mousepos)
{
ismoveplayer = false;
}
}
}
}

Still pausing/resuming and start a new game is not working good. Can'r figure what should I do?

First a screenshot of my Hierarchy :
Everything is inside a one scene name The :
The game start when Main Game is disabled. Inside Main Game sit all the game objects. The Main Menu and Game Manager are enabled.
When running the game first time, When the game start there is short animation of the player for 5 seconds. The player start from some rotating degrees on Z. Z = 50 when x and y both are 0. Then the player is rotating slowly over the Z to 0.
It's like the player is sleeping and awake up.
I'm using post processing stack by unity.
And here is the first problem. While the player is rotating on the Z and post processing effect is working if I press the Escape key it will bring me back to the Main Menu but then if I press the Escape key again it will start the game over again from the begin.
But if I'm waiting in my game for the player to finish rotating on the Z and the post processing effect is finished and then pressing on Escape it will bring the main menu and second time will resume the game from the same point.
I can't figure out why when the player is rotating and the post process is working the escape key make it start the game over again from the being ?
This is a screenshot of the game when start and after finish the rotating and the process stack :
Another problem I noticed now. After the game start using the post process and the player rotating finished if I press Escape it will go to main menu and escape again will be back to the game but for example in the second screenshot the conversation is not continue. It will return to the same point in the game but things not seems to continue like the conversation.
On the Back to main menu object I have a script attached to it :
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class BackToMainMenu : MonoBehaviour
{
private bool _isInMainMenu = false;
public GameObject mainGame;
public GameObject mainMenu;
void Update()
{
if (Input.GetKeyDown(KeyCode.Escape))
{
if (!_isInMainMenu)
{
// -- Code to freeze the game
mainGame.SetActive(false);
mainMenu.SetActive(true);
}
else
{
// -- Code to unfreeze the game
mainGame.SetActive(true);
mainMenu.SetActive(false);
}
_isInMainMenu = !_isInMainMenu;
}
}
}
On the Main Menu object under Main Menu I have attached this script :
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class MainMenu : MonoBehaviour
{
public GameObject mainGame;
public GameObject mainMenu;
public void PlayGame()
{
mainGame.SetActive(true);
mainMenu.SetActive(false);
}
public void QuitGame()
{
Application.Quit();
}
}
On the PLAY button I'm using this script method PlayGame from the MainMenu script.
In the Main Game object on the Player object attached to thew Player I have some scripts the controller :
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerController : MonoBehaviour
{
public float speed = 10.0f;
// Update is called once per frame
void Update()
{
float translatioin = Input.GetAxis("Vertical") * speed;
float straffe = Input.GetAxis("Horizontal") * speed;
translatioin *= Time.deltaTime;
straffe *= Time.deltaTime;
transform.Translate(straffe, 0, translatioin);
}
}
Player Lock Manager :
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerLockManager : MonoBehaviour
{
public PlayerCameraMouseLook playerCameraMouseLook;
public PlayerController playerController;
// Start is called before the first frame update
public void PlayerLockState(bool LockPlayer, bool LockPlayerCamera)
{
if (LockPlayer == true)
{
playerController.enabled = false;
}
else
{
playerController.enabled = true;
}
if (LockPlayerCamera == true)
{
playerCameraMouseLook.enabled = false;
}
else
{
playerCameraMouseLook.enabled = true;
}
}
}
And Mouse Lock State :
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MouseLockState : MonoBehaviour
{
public bool lockState = true;
private void Start()
{
LockState(lockState);
}
private void Update()
{
}
public void LockState(bool lockState)
{
if (lockState == false)
{
Cursor.visible = true;
Cursor.lockState = CursorLockMode.None;
}
else
{
Cursor.visible = false;
Cursor.lockState = CursorLockMode.Locked;
}
}
}
Under the Player as child I have the Player Camera object and attached to the Player Camera also some scripts :
Player Camera Mouse Look :
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerCameraMouseLook : MonoBehaviour
{
public float sensitivity = 5.0f;
public float smoothing = 2.0f;
private GameObject player;
private Vector2 mouseLook;
private Vector2 smoothV;
// Use this for initialization
void Start()
{
player = this.transform.parent.gameObject;
}
// Update is called once per frame
void Update()
{
var md = new Vector2(Input.GetAxisRaw("Mouse X"), Input.GetAxisRaw("Mouse Y"));
md = Vector2.Scale(md, new Vector2(sensitivity * smoothing, sensitivity * smoothing));
smoothV.x = Mathf.Lerp(smoothV.x, md.x, 1f / smoothing);
smoothV.y = Mathf.Lerp(smoothV.y, md.y, 1f / smoothing);
mouseLook += smoothV;
mouseLook.y = Mathf.Clamp(mouseLook.y, -90f, 90f);
transform.localRotation = Quaternion.AngleAxis(-mouseLook.y, Vector3.right);
player.transform.localRotation = Quaternion.AngleAxis(mouseLook.x, Vector3.up);
}
}
And Depth Of Field script :
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.PostProcessing;
public class DepthOfField : MonoBehaviour
{
public GameObject player;
public PostProcessingProfile postProcessingProfile;
public bool dephOfFieldFinished = false;
public PlayerLockManager playerLockManager;
private Animator playerAnimator;
private float clipLength;
// Start is called before the first frame update
void Start()
{
playerAnimator = player.GetComponent<Animator>();
AnimationClip[] clips = playerAnimator.runtimeAnimatorController.animationClips;
foreach (AnimationClip clip in clips)
{
clipLength = clip.length;
}
var depthOfField = postProcessingProfile.depthOfField.settings;
depthOfField.focalLength = 300;
StartCoroutine(changeValueOverTime(depthOfField.focalLength, 1, clipLength));
postProcessingProfile.depthOfField.settings = depthOfField;
}
IEnumerator changeValueOverTime(float fromVal, float toVal, float duration)
{
playerLockManager.PlayerLockState(true, true);
float counter = 0f;
while (counter < duration)
{
var dof = postProcessingProfile.depthOfField.settings;
if (Time.timeScale == 0)
counter += Time.unscaledDeltaTime;
else
counter += Time.deltaTime;
float val = Mathf.Lerp(fromVal, toVal, counter / duration);
dof.focalLength = val;
postProcessingProfile.depthOfField.settings = dof;
yield return null;
}
playerAnimator.enabled = false;
dephOfFieldFinished = true;
}
}
I have under Main Game also a object name Openning Scene and attached to it :
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class OpeningCutscene : MonoBehaviour
{
public NaviConversations naviConversation;
public DepthOfField dephOfField;
// Update is called once per frame
void Update()
{
if (dephOfField.dephOfFieldFinished == true)
{
naviConversation.PlayNaviConversation(0);
dephOfField.dephOfFieldFinished = false;
}
}
}
It's a bit long but everything is connected.
The game start with the main menu.
When clicking the PLAY button a new game start.
When a new game start the script Depth Of Field is in action using the post processing. Also I'm locking the player so the player will not be able to move either the mouse or the player it self.
When the depth of field script finished his work a conversation between Navi and the Player start. When a conversation is in action the player can move the mouse 360 degrees but cant move the player to any direction.
When the conversation ended the player can also move to any direction.
Problems :
When start a new game while the depth of field script is in work pressing escape will bring the main menu but pressing escape again will not resume the depth of field script but will start it all over again.
When waiting the conversation to end if not pressing escape until the conversation ended then when moving around and pressing escape it will bring the main menu and again will resume the game from the same point.
The problems is when the game is doing something like the depth of field it will start the game over again instead resuming or when in conversation in the middle the conversation will never continue.
The ides with the escape key is once to get to main menu and second to resume the game.
The PLAY button is what should only start a new game and not the escape key.
It's a bit long but everything is connected.
I can't see which objects you hooked up to mainGame and mainMenu in BackToMainMenu from your hierarchy, so I have some conjecture in here.
Sounds like you want Escape key to pause, and unpause, as well as bring up a menu, you want Play button in the menu to restart your game.
However, in both MainMenu and BackToMainMenu you use the same code:
mainGame.SetActive(true);
mainMenu.SetActive(false);
This just turns the objects on and off in the hierarchy. This means the first time you do one of these things, all objects turned on under the gameobject referenced by mainGame will run their Awake and Start methods, but not the second time. Also depending which objects are active (like I said I can't fully see what component is on what object and which objects are referenced by which serialized field) you might be able to introduce a state error on BackToMainMenu._isInMainMenu because that field isn't changed when you hit play. Here is a fantastic image showing execution timeline in Unity:
Monobehavior Timeline
In summary:
The second time you run the game DepthOfField won't call Start a second time. Instead try OnEnable.
The conversation and game logic is not shown in your post, but likely it also is initializing in Start and won't run a second time.
A bit of trickiness around Coroutines is likely to blame here. When DepthOfField starts it also starts a coroutine. That coroutine keeps going even if you set the gameobject inactive. So you run the game once, that coroutine starts, you turn the object off when you hit escape, the coroutine finishes, you hit play again, but DepthOfField.dephOfFieldFinished == true and your playerAnimator is disabled and won't enable again.
Also 5. This kind of behavior can be tricky and is usually dependent on what else you have going on in your scene. Since you have one scene with everything at once, you need to watch out for putting stuff in Awake and Start since this will only run once. Instead you can try a number of things, my favorite is usually to set up a singleton or static class that works as a state machine for the whole scene. It will call custom Initialize functions in your behaviors instead of using Awake and Start.
Keep references to your coroutines by doing things like:
private Coroutine depthOfFieldRoutineRef;
private OnEnable()
{
if (depthOfFieldRoutineRef != null)
{
StopCoroutine(depthOfFieldRoutineRef);
}
depthOfFieldRoutineRef =
StartCoroutine(changeValueOverTime
(depthOfField.focalLength, 1, clipLength));
// Don't forget to set depthOfFieldRoutineRef to null again at the end of routine!
}
For simple pausing behavior you can also try setting Time.timescale = 0; and back to 1 when you want play to resume.
Less a question than a set of problems, hopefully this set of solutions helps!
Tutorial on Awake and Start
Docs on Coroutines
Docs on Time.timescale

Unity2D jumping with convex shapes as possible ground

Sorry if the title is confusing. Basically, what I'm trying to do is make sure the player is grounded (so they can jump again), problem is in my game there will be convex shapes that the player could land on.
The current way I'm doing this is with a raycast, but since the single raycast could only come from somewhere like the centre, I made it so the raycast was going along the bottom of the player instead (this removed the problem where the player couldn't jump if more than half of their body was off a platform).
The raycast along the bottom however made it so if I tried to jump while on a shape like a ramp, it would cause me to go incredibly high, which I don't want.
Can anyone help me fix this?
Code:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CharacterMovement : MonoBehaviour {
public Rigidbody2D rBody;
[Range(1, 10)]
public int Speed;
private float lastDistance;
public bool isGrounded = true;
private LayerMask environment;
void Start () {
environment = LayerMask.GetMask("Environment");
}
void FixedUpdate() {
// Check if the user is attempting to jump
if (Input.GetKey(KeyCode.A)) {
rBody.velocity = new Vector2(-Speed, rBody.velocity.y);
}
if (Input.GetKey(KeyCode.D)) {
rBody.velocity = new Vector2(Speed, rBody.velocity.y);
}
if (Input.GetKey(KeyCode.Space)) {
RaycastHit2D hit2D = Physics2D.Raycast(rBody.position+new Vector2(0,-1.5f), Vector2.right,1f,environment);
if (hit2D) {
if (hit2D.distance < lastDistance) {
lastDistance = hit2D.distance;
}
else {
lastDistance = 100f;
rBody.AddForce(new Vector2(0, 10), ForceMode2D.Impulse);
}
}
}
}
}
What happens if you try with Input.GetKeyDown(KeyCode.Space)?
Unless the game design it to keep jumping as long as you press space, this might be the reason you are jumping extra high.
If the Raycast solution is still wonky, another way of detecting if the player is grounded is using a Collider for the floor and a flag that tells you when you're colliding with it (you can set this flag using OnCollisionEnter/Exit or OnTriggerEnter/Exit)

Despite Force Applied, No Movement

This code is for an elevator-type platform, where once the player stands on it, it 'takes' the player up by adding force onto it.
The thing is, while the force is created, the rigidbody (the player) does not move when the elevator moves. The code was written in C#, using Unity 5. In the code, the player is assigned the public 'rb', and contains a rigidbody.
The animation is a simple animation clip that moves the elevator up. Any ideas? Thank you for your time and answers in advance.
The elevator is Kinematic, the Player is not.
using UnityEngine;
using System.Collections;
/*This script activates when the player steps on the elevator, as it takes them up a floor.*/
public class ElevatorMovementScript : MonoBehaviour
{
private bool elevatorUp = false;
public Animation anim;
public int elevatorDelay = 5;
public int force = 800;
public Rigidbody rb;
// Use this for initialization
void Start ()
{
anim = GetComponent<Animation>();
}
// Update is called once per frame
void Update ()
{
}
/*Checks if the player has stepped onto the elevator. If the player has, it waits five seconds, and then pushes the player up.*/
void OnTriggerStay(Collider other)
{
if (other.gameObject.tag == "Player" && !elevatorUp)
{
Invoke("AnimationPlay",elevatorDelay);
elevatorUp = true;
}
}
/*Plays the animation of the player going up. Used for the 'Invoke' method.*/
void AnimationPlay()
{
rb.AddForce(transform.up * force);
Debug.Log (transform.up * force);
anim.Play ("Up");
}
}
It looks like this script is on your elevator's game object, in which case this line:
rb.AddForce(transform.up * force);
Will try to apply a force to the elevator, not the player. You've got to keep track of the player's rigidbody or somehow get it on demand in AnimationPlay.
You said that
the player is assigned the public 'rb'
But rb = GetComponent<Rigidbody>(); will ignore this and use the rigidbody attached to the gameobject that ElevatorMovementScript is attached to.

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