i want to swap the gems with the gemcomponent only,that is invisible i tried the snippet blow ,but i'am getting nullexception error as:
NullReferenceException: Object reference not set to an instance of an object
board.SwapGem () (at Assets/Resources/Scripts/board.cs:81)
Gem.OnMouseDown () (at Assets/Resources/Scripts/Gem.cs:59)
UnityEngine.SendMouseEvents:DoSendMouseEvents(Int32, Int32)
what am i doing wrong ??
board.cs
public List<Gem> gems = new List<Gem>();
public Gem LastGem;
public Vector3 gem1start,gem2start,gem1end,gem2end;
public Gem gem1,gem2; // gem to change i
public Gem gemComponent;
// Use this for initialization
void Start () {
gem1start=gem1.transform.position;
gem1end = gemComponent.transform.position;
}
// Update is called once per frame
void Update () {
}
}
public void SwapGem()
{
gem2start = gem1start;
gem2end = gem1end;
gem1.transform.position = gem2start;
gemComponent.transform.position = gem2end;
}
gem.cs
public void OnMouseDown()
{
if (!GameObject.Find("board").GetComponent<board>().isSwapping)
{
ToggleSelector ();
GameObject.Find ("board").GetComponent<board> ().SwapGem ();
}
}
Related
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.
Good Day all, I am trying to make a simple 2D game and here is how it works. Assume there is a sprite "tent", and whenever i clicked the tent, the console will print out a message. Sounds straightforward is it? However I'm like stuck in the middle of it and I know I am gonna facepalmed myself so hard after this. What I did in my script is:
public abstract class Player : MonoBehaviour {
protected string _name;
// Use this for initialization
public Player(string name)
{
_name = name;
}
public string Name
{
get { return _name; }
set { _name = value; }
}
void Start () {
}
// Update is called once per frame
void Update () {
}}
Next I have a child class called Civilian
public class Civilian : Player {
// Use this for initialization
public Civilian(string name):base(name)
{
}
void Start () {
}
// Update is called once per frame
void Update () {
}
}
Then in my script "Tentclicked", i want to called the function of sleep when the sprite is clicked.
public class tentclicked : MonoBehaviour {
void OnMouseDown()
{
// c.Sleep();
}
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
}
}
And you are wondering what is c and what it is point to? I instantiated a new class in another script called testing1.
public class testing1 : MonoBehaviour
{
public Text p1name;
public void Awake()
{
//p1name.text = "Hello";
//Civilian C = Scriptss.AddComponent<Civilian>();
//GameObject theCivilian = GameObject.Find("Scriptss");
// Civilian c = theCivilian.GetComponent<Civilian>();
//c.Name = Testingsavename.playernames.username;
//c.Name = "Hello";
}
// Use this for initialization
void Start()
{
if (Choosechar.choice.choicecount == 1)
{
Civilian c = new Civilian(Testingsavename.playernames.username);
p1name = GetComponent<Text>();
p1name.text = c.Name;
}
I have already add a circle collider to my sprite. The error is that in tentclicked, c does not exist in context. So i suspect it may be that unity does not know what c is. I am thinking of making civilian class a static one, and just called Civilian.civilian.Sleep() in tentclicked script....
"c" does not exist in this context because your tentclicked class has no reference to it. Find "c" with GameObject.Find(string name) and assign the gameobject value to a variable in tentclicked
You could raycast from the current mouse position towards the object (just make sure that the object has a collider.
void OnMouseDown()
{
RaycastHit hit;
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
if ( Physics.Raycast (ray,out hit,100.0f))
{
Civilian c = hit.collider.gameObject.GetComponent<Civilian>();
c.Sleep();
}
}
I want to show the player name and the team name in multiple levels. I've created a gameobject with a singleton that calls servidor to load this variables. It works in the first level but not in the others. The gameobject persists but doesn't save the PlayerName and TeamName. How can I get it?
This is my code:
using UnityEngine;
using UnityEngine.UI;
using System.Collections;
public class GlobalControl2 : MonoBehaviour
{
private static GlobalControl2 instance = null;
private Text PlayerName;
private Text TeamName;
void Awake ()
{
if (instance == null)
{
instance = this;
DontDestroyOnLoad(this.gameObject);
}
else
{
Destroy(this.gameObject);
}
}
public void Start()
{
PlayerName = GameObject.Find ("PlayerName").GetComponent<Text> ();
TeamName = GameObject.Find ("TeamName").GetComponent<Text> ();
new GameSparks.Api.Requests.AccountDetailsRequest ()
.SetDurable(true)
.Send ((response) => {
PlayerName.text = response.DisplayName;
} );
new GameSparks.Api.Requests.GetMyTeamsRequest()
.SetDurable(true)
.Send(teamResp => {
if(!teamResp.HasErrors)
{
foreach(var teams in teamResp.Teams)
{
Debug.Log("Equipo: " + teams.TeamId);
TeamName.text = teams.TeamId;
}
}
} );
}
}
Currently you are trying to persist Scene specific objects over multiple scenes
The data type "Text" is a unity object.
Try using "String" instead, in the example bellow you will see that PersistentPlayerName and PersistentTeamName will be available in the next scene and PlayerName and TeamName will not. This is always the risk that multi-scene singletons have.
Please do take note, that this should not required if PlayerName and TeamName is on the same gameobject as GlobalControl2 (the one you call DontDestroyOnLoad on)
I am not suggesting that you do it exactly as it is typed bellow, but this should be enough to set you on the right path, if not, add a comment and i will explain further.
using UnityEngine;
using UnityEngine.UI;
using System.Collections;
public class GlobalControl2 : MonoBehaviour
{
private static GlobalControl2 instance = null;
private string PersistentPlayerName;
private string PersistentTeamName;
private Text PlayerName;
private Text TeamName;
void Awake ()
{
if (instance == null)
{
instance = this;
DontDestroyOnLoad(this.gameObject);
}
else
{
Destroy(this.gameObject);
}
}
public void Start()
{
PlayerName = GameObject.Find ("PlayerName").GetComponent<Text> ();
TeamName = GameObject.Find ("TeamName").GetComponent<Text> ();
new GameSparks.Api.Requests.AccountDetailsRequest ()
.SetDurable(true)
.Send ((response) => {
PlayerName.text = PersistentPlayerName = response.DisplayName;
} );
new GameSparks.Api.Requests.GetMyTeamsRequest()
.SetDurable(true)
.Send(teamResp => {
if(!teamResp.HasErrors)
{
foreach(var teams in teamResp.Teams)
{
Debug.Log("Equipo: " + teams.TeamId);
TeamName.text = PersistentTeamName = teams.TeamId;
}
}
} );
}
}
public static int pscore = 0;
void Start()
{
InvokeRepeating("AddToMoney",1, 1);
}
void AddToMoney ()
{
pscore++;
}
I have this code to add a point to integer pscore every second. But right now it adds 2 points instead of one. Is it because it's static? And if so, how can I fix it? Or how can I transfer one variable from script to another script without using static?
Note: I couldn't get answer in the unity3d forums, that's why I'm asking here.
add a point to integer pscore every second
bool keepIncrementing = false;
public static int pscore = 0;
void Start()
{
StartCoroutine(IncementEachSecond());
}
IEnumerator IncementEachSecond()
{
keepIncrementing = true;
while (keepIncrementing)
{
pscore++;
yield return new WaitForSeconds(1);
}
}
void stopIncrementing()
{
keepIncrementing = false;
}
how can I transfer one variable from script to another script without
using static
public class ScriptA : MonoBehaviour{
public int pscore = 0;
void Start()
{
}
}
Access variable pscore in ScriptA from ScriptB.
public class ScriptB : MonoBehaviour{
ScriptA scriptInstance = null;
void Start()
{
GameObject tempObj = GameObject.Find("NameOfGameObjectScriptAIsAttachedTo");
scriptInstance = tempObj.GetComponent<ScriptA>();
scriptInstance.pscore = 5;
}
}
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.