Hello and thanks for reading this post.
I have 2 objects: A player Object and a JumpButton Object.
The Player object is the player. ofc. The JumpButton Object is an object that I want to make the player jump when you use a touch screen device aka android phone.
This is my Script that is assinged to my JumpButton: using UnityEngine; using System.Collections;
using UnityEngine;
using System.Collections;
public class JumpButtonScript : MonoBehaviour {
public GameObject player;
public GameObject JumpButton;
// Use this for initialization
void Start () {
player = GameObject.Find ("player");
}
// Update is called once per frame
void Update () {
if ((Input.touchCount == 1) && (Input.GetTouch(0).phase == TouchPhase.Began))
{
}
}
}
This is the script that allows me to control the player with arrow keys.
using UnityEngine;
using System.Collections;
public class RobotController : MonoBehaviour {
//This will be our maximum speed as we will always be multiplying by 1
public float maxSpeed = 2f;
public GameObject player;
public GameObject sprite;
//a boolean value to represent whether we are facing left or not
bool facingLeft = true;
//a value to represent our Animator
Animator anim;
//to check ground and to have a jumpforce we can change in the editor
bool grounded = true;
public Transform groundCheck;
public float groundRadius = 1f;
public LayerMask whatIsGround;
public float jumpForce = 300f;
private bool isOnGround = false;
void OnCollisionEnter2D(Collision2D collision) {
isOnGround = true;
}
void OnCollisionExit2D(Collision2D collision) {
anim.SetBool ("Ground", grounded);
anim.SetFloat ("vSpeed", rigidbody2D.velocity.y);
isOnGround = false;
}
// Use this for initialization
void Start () {
player = GameObject.Find("player");
//set anim to our animator
anim = GetComponent <Animator>();
}
void FixedUpdate () {
//set our vSpeed
//set our grounded bool
grounded = Physics2D.OverlapCircle (groundCheck.position, groundRadius, whatIsGround);
//set ground in our Animator to match grounded
anim.SetBool ("Ground", grounded);
float move = Input.GetAxis ("Horizontal");//Gives us of one if we are moving via the arrow keys
//move our Players rigidbody
rigidbody2D.velocity = new Vector3 (move * maxSpeed, rigidbody2D.velocity.y);
//set our speed
anim.SetFloat ("Speed",Mathf.Abs (move));
//if we are moving left but not facing left flip, and vice versa
if (move > 0 && !facingLeft) {
Flip ();
} else if (move < 0 && facingLeft) {
Flip ();
}
}
void Update(){
if ((isOnGround == true && Input.GetKeyDown (KeyCode.UpArrow)) || (isOnGround == true && Input.GetKeyDown (KeyCode.Space))) {
anim.SetBool("Ground",false);
rigidbody2D.AddForce (new Vector2 (0, jumpForce));
}
if (isOnGround == true && Input.GetKeyDown (KeyCode.DownArrow))
{
gameObject.transform.localScale = new Vector3(transform.localScale.x, 0.2f, 0.2f);
}
if (isOnGround == true && Input.GetKeyUp (KeyCode.DownArrow))
{
gameObject.transform.localScale = new Vector3(transform.localScale.x, 0.3f, 0.3f);
}
}
//flip if needed
void Flip(){
facingLeft = !facingLeft;
Vector3 theScale = transform.localScale;
theScale.x *= -1;
transform.localScale = theScale;
}
}
As you can see, then I managed to make the player move on arrow keys, but how can I make it jump when I hit the jump button (touch Screen press), as on an Android Phone?
I really hope you can help me.
If your problem is how to handle input, try this code we will make ray from camera to mousepos in screen and check tag to see what we hitted
public class handleInput: MonoBehaviour {
void Update () {
if (Input.GetMouseButtonDown (0)) {
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
RaycastHit hit;
if (Physics.Raycast(ray, out hit)) {
if (hit.collider.tag=="jumpbutton"){
jump();
}
}
}
}
}
and for the jumping part you can do this , adding a force to player to send him up and gravity should pull him down
if (grounded == true)
{
rigidbody.AddForce(Vector3.up* jumpSpeed);
grounded = false;
}
Related
I just started coding so i still have so much to learn. Unity doesn't give any error when I play the game but also nothing happenes when the player touches the gold. I want the gold to dissapear when the playes touches it but I don't know why it doesn't work. (collision part is the last part)
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Player : MonoBehaviour
{
private Rigidbody2D myRigidbody;
private Animator anim;
[SerializeField]
private int speed;
private bool lookright;
void Start()
{
myRigidbody = GetComponent<Rigidbody2D>();
anim = GetComponent<Animator>();
lookright = true;
}
void Update()
{
float horizontal = Input.GetAxis("Horizontal");
movements(horizontal);
changedirection(horizontal);
}
private void movements (float horizontal)
{
anim.SetFloat ("Walk", Mathf.Abs(horizontal));
myRigidbody.velocity = new Vector2 (horizontal*speed, myRigidbody.velocity.y);
}
private void changedirection(float horizontal)
{
if (horizontal > 0 && !lookright || horizontal < 0 && lookright)
{
lookright = !lookright;
Vector3 direction = transform.localScale;
direction.x *= -1;
transform.localScale = direction;
}
}
void OnCollisionEnter2D(Collision2D other)
{
if (other.gameObject.tag == "gold")
{
other.gameObject.SetActive(false);
}
} }
This is the Unity inspector of the gold
OnCollisionEnter2D(Collision collision) won't fire when you have its IsTrigger set to true. Change it to OnTriggerEnter2D(Collider2D collider) and it will work.
Take a look at the documentation for colliders.
I am trying to flip my character sprite when moving left in my game, and I have followed multiple tutorials however my sprite does not seem to flip. It is always facing the same way.
Below is my code for my character's movement. I have created a Flip() function and 2 if statements used to call the function. The character can move left, right, up and down (no jumping).
I cannot seem to see where an error would be and why it is not flipping, so any help would be appreciated. thank you.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerMovement : MonoBehaviour
{
// Start is called before the first frame update
private Animator animate;
public float moveSpeed = 6f;
bool facingRight = true;
public Rigidbody2D rb;
Vector2 movement;
private void Start()
{
animate = gameObject.GetComponent<Animator>();
}
// Update is called once per frame
void Update()
{
movement.x = Input.GetAxisRaw("Horizontal");
movement.y = Input.GetAxisRaw("Vertical");
animate.SetFloat("Speed", Mathf.Abs(movement.x));
if(movement.x < 0 && facingRight)
{
Flip();
}
else if (movement.x > 0 && !facingRight)
{
Flip();
}
}
void FixedUpdate()
{
rb.MovePosition(rb.position + movement * moveSpeed * Time.fixedDeltaTime);
}
void Flip()
{
Vector3 currentScale = gameObject.transform.localScale;
currentScale.x *= -1;
gameObject.transform.localScale = currentScale;
facingRight = !facingRight;
}
}
Updated code:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerMovement : MonoBehaviour
{
// Start is called before the first frame update
private Animator animate;
public float moveSpeed = 6f;
bool facingRight = true;
public Rigidbody2D rb;
Vector2 movement;
private void Start()
{
animate = gameObject.GetComponent<Animator>();
}
// Update is called once per frame
void Update()
{
movement.x = Input.GetAxisRaw("Horizontal");
movement.y = Input.GetAxisRaw("Vertical");
animate.SetFloat("Speed", Mathf.Abs(movement.x));
if (movement.x < 0 && facingRight)
{
GetComponent<SpriteRenderer>().flipX = true;
}
else if (movement.x > 0 && !facingRight)
{
GetComponent<SpriteRenderer>().flipX = false;
}
}
void FixedUpdate()
{
rb.MovePosition(rb.position + movement * moveSpeed * Time.fixedDeltaTime);
}
void Flip()
{
Vector3 currentScale = gameObject.transform.localScale;
currentScale.x *= -1;
gameObject.transform.localScale = currentScale;
facingRight = !facingRight;
}
}
Try to set the flipX property of the SpriteRenderer.
GetComponent<SpriteRenderer>().flipX = true;
You have an animator attached to the game object, if the scale value is controlled by the animation clip, you cannot change it. A typical workaround is give the game object an empty parent and change its scale.
Player <---- Change scale here
Model <---- Animator here
transform.Rotate(0f, 180f, 0f); you have to change y while fliping
will work better instead of using currentScale.x *= -1;
gameObject.transform.localScale = currentScale;
This code worked for me
private void Flip()
{
// Rotate the player
if (transform.localEulerAngles.y != 180 && !facingRight)
transform.Rotate(0f, 180f, 0f);
else if(transform.localEulerAngles.y != 0 && facingRight)
transform.Rotate(0f, -180f, 0f);
// player flip point of attck also flip is direction
//transform.Rotate(0f, 180f, 0f);
}
if (Input.GetKeyDown(KeyCode.LeftArrow))
{
GetComponent<SpriteRenderer>().flipX = true;
isLookingRight = false;
}
if (Input.GetKeyDown(KeyCode.RightArrow))
{
GetComponent<SpriteRenderer>().flipX = false;
isLookingRight = true;
}
Going to right
Going to left
I was actually able to do this with an enemy but for some reason I can't get it to work if it's the player.
See, the player is in a default, idle animation. When I press the arrow key from the opposite direction its facing at (default is the right when game starts -->), I want it to play a turning animation before the sprite flips over its x scale.
However what it's doing right now when I press the arrow key to turn him, is that firstly, it quickly flips the sprite over, then performs the animation as if it hadn't been flipped yet, then flips over to the other direction again.
In my animator, the idle has no exit time to the flip node and the flip node does have an exit time back to idle, just in case you would inquire. I've tried invoking a timer here and there as well but so far no luck. Can anyone help please?
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class tulMoveMount : MonoBehaviour {
private Animator anim;
private Rigidbody2D rb;
public Image manaBar;
public LayerMask whatIsGround;
private bool grounded = false;
public Transform groundCheck;
public float groundCheckRadius;
private bool goRight = true;
private bool jump;
private bool turn = false;
private bool idle = true;
private bool mountOff;
private bool turnComplete = false;
public float runSpeed;
public float walkSpeed;
private float move;
public float turnDelay = 2.25f;
public float timer3 = 2.26f;
void Start ()
{
anim = GetComponent<Animator>();
rb = GetComponent<Rigidbody2D>();
}
void Update ()
{
grounded = Physics2D.OverlapCircle (groundCheck.position, groundCheckRadius, whatIsGround);
timer -= Time.deltaTime;
turnDelay -= Time.deltaTime;
HandleMovement ();
}
void HandleMovement()
{
float move = Input.GetAxis ("Horizontal");
float moveV = Input.GetAxis ("Vertical");
{
rb.velocity = new Vector2 (move * walkSpeed, rb.velocity.y);
anim.SetFloat ("walkSpeed", Mathf.Abs (move));
}
if (!goRight && move > 0) {
FlipConditions ();
Invoke ("ResetValues",timer3 );
Flip ();
turnComplete = false;
}
if (goRight && move < 0) {
FlipConditions ();
Invoke ("ResetValues",timer3 );
Flip ();
}
}
void FlipConditions()//
{
idle = false;
turn = true;
anim.SetTrigger ("turn");
idle = true;
anim.SetTrigger ("idle");
}
void Flip()
{
goRight = !goRight;
Vector3 theScale = transform.localScale;
theScale.x *= -1;
transform.localScale = theScale;
turnComplete = false;
}
void ResetValues()
{
idle = true;
anim.SetTrigger ("idle");
}
}
You can try to flip the sprite in LateUpdate() after you perform perform any animation in Update(). Try something like that, placing the animation in Update:
// store references to components on the gameObject
Transform _transform;
Rigidbody2D _rigidbody;
// hold player motion in this timestep
float vx;
float vy;
float MoveSpeed;
void Awake () {
// get a reference to the components we are going to be changing and store a reference for efficiency purposes
transform = GetComponent<Transform> ();
rigidbody = GetComponent<Rigidbody2D> ();
}
// this is where most of the player controller magic happens each game event loop
void Update()
{
// determine horizontal velocity change based on the horizontal input
vx = Input.GetAxisRaw ("Horizontal");
// get the current vertical velocity from the rigidbody component
vy = rigidbody.velocity.y;
// Change the actual velocity on the rigidbody
rigidbody.velocity = new Vector2(vx * MoveSpeed, vy);
}
// Checking to see if the sprite should be flipped
// this is done in LateUpdate since the Animator may override the localScale
// this code will flip the player even if the animator is controlling scale
void LateUpdate()
{
// get the current scale
Vector3 localScale = transform.localScale;
if (vx > 0) // moving right so face right
{
facingRight = true;
} else if (vx < 0) { // moving left so face left
facingRight = false;
}
// check to see if scale x is right for the player
// if not, multiple by -1 which is an easy way to flip a sprite
if (((facingRight) && (localScale.x<0)) || ((!facingRight) && (localScale.x>0))) {
localScale.x *= -1;
}
// update the scale
transform.localScale = localScale;
}
Below is a copy of my player movement script which contains functions to animate my character moving left and right, jumping and shooting his bow. I have also been able to get my character to transition from shooting his bow to being in an alert animation, but I am wondering how to write the code so that for 5 seconds after I shoot my bow I will be alert before going back to my default "idle" animation.
I would also like my character to be able to walk around (i.e. transition the alert animation to the walk animation) while being alert, but if he stops moving he goes back to alert. Currently my character will go back to idle if he walks during his alert stance. The script below, specifically lines 98-102 (my "playerAlert" function) present another problem in that my character cannot perform his "shoot" animation after this function has occurred, but I do not know/can't wrap my head around how to code what I mentioned above.
I am using Unity 5.6.
I appreciate any help you guys may be able to give me.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class player_1_controller : MonoBehaviour {
Rigidbody2D myRB;
Animator myAnim;
bool facingRight;
//movement variables
public float maxSpeed;
//jumping variables
bool grounded = false;
float groundCheckRadius = 0.2f;
public LayerMask groundLayer;
public Transform groundCheck;
public float jumpHeight;
//arrow shooting variables
bool firing = true;
public float arrowShoot;
public Transform arrowTip;
public GameObject arrow;
public float fireRate = 0.5f;
public float nextFire = 0f;
// Use this for initialization
void Start () {
myRB = GetComponent<Rigidbody2D> ();
myAnim = GetComponent<Animator> ();
facingRight = true;
}
// Update is called once per frame
void Update () {
//player jump
if (grounded && Input.GetButtonDown ("Jump")) {
grounded = false;
myAnim.SetBool ("isGrounded", grounded);
myRB.AddForce (new Vector2 (0, jumpHeight));
}
//player shooting
if (grounded && Input.GetButtonDown ("Fire1")) {
myAnim.SetBool ("arrowShoot", firing);
Invoke ("fireArrow", 1);
}
}
void FixedUpdate() {
//player movement
float move = Input.GetAxis ("Horizontal");
myAnim.SetFloat ("speed", Mathf.Abs (move));
myRB.velocity = new Vector2 (move * maxSpeed, myRB.velocity.y);
if (move > 0 && !facingRight) {
flip ();
} else if (move < 0 && facingRight) {
flip ();
}
//player jump; check if we are grounded - if not, then we are falling
grounded = Physics2D.OverlapCircle(groundCheck.position, groundCheckRadius, groundLayer);
myAnim.SetBool ("isGrounded", grounded);
myAnim.SetFloat ("verticalSpeed", myRB.velocity.y);
}
void flip () {
facingRight = !facingRight;
Vector3 theScale = transform.localScale;
theScale.x *= -1;
transform.localScale = theScale;
}
void fireArrow() {
if (Time.time > nextFire) {
nextFire = Time.time + fireRate;
if (facingRight) {
Instantiate (arrow, arrowTip.position, Quaternion.Euler (new Vector3 (0, 0, 0)));
} else if (!facingRight) {
Instantiate (arrow, arrowTip.position, Quaternion.Euler (new Vector3 (0, 0, 180)));
}
}
playerAlert ();
}
void playerAlert () {
firing = false;
myAnim.SetBool ("arrowShoot", firing);
}
}
Invoke can help you here. excerpt:
void Start()
{
Invoke("LaunchProjectile", 2);
}
void LaunchProjectile()
{
Rigidbody instance = Instantiate(projectile);
instance.velocity = Random.insideUnitSphere * 5;
}
You can use that to call(invoke) the "back to idle" function after 5 seconds.
Have you considered implementing it inside the animator?
You could create a transition from your Alert animation to your Idle animation, with a fixed exit time of 5 seconds.
This way, after 5 seconds of being in the Alert animation, it will transition to the Idle animation.
I am making a 2D point-and-click game where i want the player to move towards clicked objects. This is my code for moving the player towards a door:
using UnityEngine;
using System.Collections;
public class MoveOnClick : MonoBehaviour {
public GameObject door;
public GameObject player;
public float speed;
public Vector3 target;
void Update () {
if (Input.GetMouseButtonDown (0)) {
RaycastHit2D hit = Physics2D.Raycast(Camera.main.ScreenToWorldPoint(Input.mousePosition), Vector3.zero);
if (hit.collider != null) {
player.transform.position = Vector3.MoveTowards(player.transform.position, target, speed * Time.deltaTime);
}
}
}
}
The problem is that the player only moves one pixel per click. I want the player to move all the way to the door if the door is clicked.
That should work:
void Update () {
if (Input.GetMouseButtonDown (0)) {
RaycastHit2D hit = Physics2D.Raycast(Camera.main.ScreenToWorldPoint(Input.mousePosition), Vector3.zero);
target = hit.transform.position;
}
if (hit.collider != null) {
player.transform.position = Vector3.MoveTowards(player.transform.position, target, speed * Time.deltaTime);
}
}