so I wanted to create a secret or something in my game. Basically what i wanted to ask is how do you make a button work after clicking it a 100 times. After clicking a 100 times it should give me 100 money. Im new to unity so it would be nice if you could explain it more precise. I tried this code:
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
public class SecretButton : MonoBehaviour
{
public int clickcounter = 0;
public TMP_Text scoreText;
int moneyAmount;
void Start()
{
}
void Update()
{
if (clickcounter == 100)
{
moneyAmount += 100;
PlayerPrefs.SetInt("MoneyAmount", moneyAmount);
moneyAmount = PlayerPrefs.GetInt("MoneyAmount");
scoreText.text = moneyAmount.ToString();
}
}
public void increaseClicks()
{
clickcounter++;
}
}
but it started giving me 100 money all the time, but i wanted it to give me only once 100 money.
Easiest way I can think of is creating a variable _counter assigned to the button and increase it by one for each button press.
inside the button press function, include an if statement that checks whether the _counter>100 and in that case it starts the followup actions, otherwise it skips the action.
The answer is quite high level, but if you want more details, you have to share more details about what you are trying to accomplish
update:
I can see in your edit the code now, your additional problem with giving 100 money multiple times is because you don't make this function execute only once.
You can solve this by adding another variable _secret_available and initiate it as True, when the function is activated, set the variable to False.
You also need to edit the if clause to be like this:
if(counter ==100 && _secret_available)
Also my suggestion would be to replace counter==100 with counter >=100 so that you don't have possible bugs in case the counter jumps from 99 to 101 without passing by 100. Might not be a problem in the moment but I believe it is more robust
Related
while programming a game in Unity, I had troubles with incrementing this new feature: a dynamic UI number selection with plus and minus buttons.
What I want precisely:
1. three buttons, one blank in the middle displays the number, two with plus and minus signs which, when clicked, increment or decrement number by 1. WORKS OK!
image of what I did
2. (this is where it gets tricky) When user presses for more than, say, .2s, then it increments the value of the central button pretty fast as long as the user is still pressing on the button. Would avoid player from pressing hundred times the button because it increments only by 1.
3. Eventually add an acceleration phase of the increase (at the start increases by 3/s for example and at the max by 20/s or something like that)
Some help on this would be really great, thanks for those who will take time answering :)
edit: found somebody who asked same question on another post -->https://stackoverflow.com/questions/22816917/faster-increments-with-longer-uibutton-hold-duration?rq=1 but I don't understand a single inch of code...(doesn't look like c#) ;( help!
Are you using the button's OnClick() Event? It only calls the function once even if the user is holding down the key.
If you are not sure how to configure it. Here is a tutorial, you can use.
https://vionixstudio.com/2022/05/21/making-a-simple-button-in-unity/
Also the middle button can be a text field.
edit: found the solution myself. The principal issue I encountered when trying to make the button was a way to know if the button was being pressed (a bool variable). I already knew when it was clicked and when it was released with the OnPointerUp and OnPointerDown methods in the event trigger component. I then found the Input.GetButton() funct, which returns true if the button passed in parameter (here the mouse's left click) is pressed.
Here's the code (I didn't make an acceleration phase 'cause I was bored but it can be done pretty easily once you've got the Input.GetButton statement):
public class PlusAndMinus : MonoBehaviour
{
[SerializeField] private GameManager gameManagerScript;
[SerializeField] private int amount;
private bool isPressedForLong=false;
[SerializeField] private float IncreasePerSecWhenPressingLonger;
public void PointerDown()
{
if (!gameManagerScript.isGameActive)
{
StartCoroutine(PointerDownCoroutine());
}
}
private IEnumerator PointerDownCoroutine()
{
yield return new WaitForSeconds(.1f);#.2f might work better
if (Input.GetMouseButton(0))
{
isPressedForLong = true;
}
}
public void PointerUp()
{
if (!gameManagerScript.isGameActive)
{
isPressedForLong = false;
gameManagerScript.UpdateNumberOfBalls("Expected", amount);
}
}
private void Update()
{
if (isPressedForLong)
{
gameManagerScript.UpdateNumberOfBalls("Expected", amount * IncreasePerSecWhenPressingLonger * Time.deltaTime);
}
}
}
The PointerDown event in the event trigger component calls the PointerDown function in the script (same for PointerUp).
The value of "amount" var is set to 1 for the plus button and -1 for the minus button.
The two if statements checking if game is not active are for my game's use but aren't necessary.
Finally, the gameManagerScript.UpdateNumberOfBalls("expected",amount); statements call a function that updates the text in the middle by the amount specified. Here's my code ("expected" argument is for my game's use):
#inside the function
else if (startOrEndOrExpected == "Expected")
{
if (!((numberOfBallsExpected +amount) < 0) & !((numberOfBallsExpected +amount) > numberOfBallsThisLevel))
{
if (Math.Round(numberOfBallsExpected + amount) != Math.Round(numberOfBallsExpected))
{
AudioManager.Play("PlusAndMinus");
}
numberOfBallsExpected += amount;
numberOfBallsExpectedText.text = Math.Round(numberOfBallsExpected).ToString();
}
}
0 and numberOfBallsThisLevel are the boundaries of the number displayed.
Second if statement avoids the button click sound to be played every frame when the user presses for long on the button (only plays when number increments or decrements by 1 or more).
Hope this helps!
What I want:
I want the player to be able to click on instantiated objects and get points, then have those points show in the score-keeping text.
What I’ve done:
I’m currently using the following “FindGameObjectsWithTag” code to retrieve the buttons that are components of the instantiated prefab objects:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using TMPro;
public class CPointScore : MonoBehaviour
{
public TextMeshProUGUI CPointsText;
private float ScoreNum;
private GameObject[] CButtonGmeObjsHolder;
private void CTagFinder()
{
CButtonGmeObjsHolder = GameObject.FindGameObjectsWithTag("Ctag");
foreach (GameObject CButtonGmeObj in CButtonGmeObjsHolder)
{
Debug.Log("GmeObj Found");
Button CButton = CButtonGmeObj.GetComponent<Button>();
CButton.onClick.AddListener(AddScore);
}
}
public void AddScore()
{
ScoreNum += 1;
Debug.Log("Point Added # " + ScoreNum);
}
void Start()
{
InvokeRepeating("CTagFinder", 1f, 15.1f);
}
void Update()
{
CPointsText.text = ScoreNum.ToString();
}
}
Because FindGameObjectsWithTag only calls once I have the InvokeRepeating code in start. I have game objects spawning throughout the duration of the game so it needs to be constantly checking for tags.
Issue:
So the code finds the tags, the buttons are able to be clicked, and the score-keeping text updates which is great. The problem is that if I click one tagged button it will register a point for itself and every tagged button currently in the scene that spawned after it. For example, lets say I have 4 spawned objects currently on scene, when the first object spawned is clicked it will add 4 points instead of 1. If the second object spawned is clicked it will add 3 points instead of 1. I would like to have only the tagged button that is clicked register a point.
Question:
What can I change in my code so that only the tagged button that is clicked registers a point?
Thank you
I think there are two things here:
You repeatedly add the listener so you will end up with multiple callbacks when the button is finally clicked.
The repeated FindGameObjectsWithTag is also quite inefficient
Your main issue is the repeated calling.
For each repeated call of CTagFinder you go through all existing buttons and do
CButton.onClick.AddListener(AddScore);
so these existing buttons end up with multiple listeners attached!
You either want to make sure it is only called once per button, e.g. keeping track of those you already did this for:
private readonly HashSet<Button> alreadyRegisteredButtons = new HashSet<Button>();
and then
if(!alreadyRegisteredbuttons.Contains(CButton))
{
CButton.onClick.AddListener(AddScore);
alreadyRegisteredButtons.Add(CButton);
}
or alternatively make sure you remove the callback before you add it like
CButton.onClick.RemoveListener(AddScore);
CButton.onClick.AddListener(AddScore);
In general I would not use FindGameObjectWithTag an poll objects repeatedly. Rather make your code event driven. This would already avoid the issue at all since there would be no repeated attaching of the listener anyway.
I would simply have a dedicated component YourComponent attached to the same GameObject as the buttons and have a global
public static event Action<YourComponent> OnCTSButtonSpawned;
and in this dedicated component do
private void Start()
{
OnCTSButtonSpawned?.Invoke(this);
}
and in your CPointScore listen to this event like
private void Awake()
{
YourComponent.OnCTSButtonSpawned += AttachListener;
}
private void AttachListener(YourComponent component)
{
if(compoenent.TryGetComponent<Button>(out var button))
{
button.onClick.AddListener(AddScore);
}
}
private void AddScore()
{
ScoreNum++;
CPointsText.text = ScoreNum.ToString();
}
Even the official documentation has borderline insane recommendations to solve what is probably one of the most common UI/3D interaction issues:
If I click while the cursor is over a UI button, both the button (via the graphics raycaster) and the 3D world (via the physics raycaster) will receive the event.
The official manual:
https://docs.unity3d.com/Packages/com.unity.inputsystem#1.2/manual/UISupport.html#handling-ambiguities-for-pointer-type-input essentially says "how about you design your game so you don't need 3D and UI at the same time?".
I cannot believe this is not a solved problem. But everything I've tried failed. EventSystem.current.currentSelectedGameObject is sticky, not hover. PointerData is protected and thus not accessible (and one guy offered a workaround via deriving your own class from Standalone Input Module to get around that, but that workaround apparently doesn't work anymore). The old IsPointerOverGameObject throws a warning if you query it in the callback and is always true if you query it in Update().
That's all just mental. Please someone tell me there's a simple, obvious solution to this common, trivial problem that I'm just missing. The graphics raycaster certainly stores somewhere if it's over a UI element, right? Please?
I've looked into this a fair bit and in the end, the easiest solution seems to be to do what the manual says and put it in the Update function.
bool pointerOverUI = false;
void Update()
{
pointerOverUI = EventSystem.current.IsPointerOverGameObject();
}
Your frustration is well founded: there are NO examples of making UI work with NewInput which I've found. I can share a more robust version of the Raycaster workaround, from Youtube:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.InputSystem;
using UnityEngine.UI;
/* Danndx 2021 (youtube.com/danndx)
From video: youtu.be/7h1cnGggY2M
thanks - delete me! :) */
public class SCR_UiInteraction : MonoBehaviour
{
public GameObject ui_canvas;
GraphicRaycaster ui_raycaster;
PointerEventData click_data;
List<RaycastResult> click_results;
void Start()
{
ui_raycaster = ui_canvas.GetComponent<GraphicRaycaster>();
click_data = new PointerEventData(EventSystem.current);
click_results = new List<RaycastResult>();
}
void Update()
{
// use isPressed if you wish to ray cast every frame:
//if(Mouse.current.leftButton.isPressed)
// use wasReleasedThisFrame if you wish to ray cast just once per click:
if(Mouse.current.leftButton.wasReleasedThisFrame)
{
GetUiElementsClicked();
}
}
void GetUiElementsClicked()
{
/** Get all the UI elements clicked, using the current mouse position and raycasting. **/
click_data.position = Mouse.current.position.ReadValue();
click_results.Clear();
ui_raycaster.Raycast(click_data, click_results);
foreach(RaycastResult result in click_results)
{
GameObject ui_element = result.gameObject;
Debug.Log(ui_element.name);
}
}
}
So, just drop into my "Menusscript.cs"?
But as a pattern, this is terrible for separating UI concerns. I'm currently rewiring EVERY separately-concerned PointerEventData click I had already working, and my question is, Why? I can't even find how it's supposed to work: to your point there IS no official guide at all around clicking UI, and it does NOT just drop-on-top.
Anyway, I haven't found anything yet which makes new input work easily on UI, and definitely not found how I'm going to sensibly separate Menuclicks from Activityclicks while keeping game & ui assemblies separate.
Good luck to us all.
Unity documentation for this issue with regard to Unity.InputSystem can be found at https://docs.unity3d.com/Packages/com.unity.inputsystem#1.3/manual/UISupport.html#handling-ambiguities-for-pointer-type-input.
IsPointerOverGameObject() can always return true if the extent of your canvas covers the camera's entire field of view.
For clarity, here is the solution which I found worked best (accumulated from several other posts across the web).
Attach this script to your UI Canvas object:
public class CanvasHitDetector : MonoBehaviour {
private GraphicRaycaster _graphicRaycaster;
private void Start()
{
// This instance is needed to compare between UI interactions and
// game interactions with the mouse.
_graphicRaycaster = GetComponent<GraphicRaycaster>();
}
public bool IsPointerOverUI()
{
// Obtain the current mouse position.
var mousePosition = Mouse.current.position.ReadValue();
// Create a pointer event data structure with the current mouse position.
var pointerEventData = new PointerEventData(EventSystem.current);
pointerEventData.position = mousePosition;
// Use the GraphicRaycaster instance to determine how many UI items
// the pointer event hits. If this value is greater-than zero, skip
// further processing.
var results = new List<RaycastResult>();
_graphicRaycaster.Raycast(pointerEventData, results);
return results.Count > 0;
}
}
In class containing the method which is handling the mouse clicks, obtain the reference to the Canvas UI either using GameObject.Find() or a public exposed variable, and call IsPointerOverUI() to filter clicks when over UI.
Reply to #Milad Qasemi's answer
From the docs you have attached in your answer, I have tried the following to check if the user clicked on a UI element or not.
// gets called in the Update method
if(Input.GetMouseButton(0) {
int layerMask = 1 << 5;
// raycast in the UI layer
RaycastHit2D hit = Physics2D.Raycast(Camera.main.ScreenToWorldPoint(Input.mousePosition), Vector2.zero, Mathf.Infinity, layerMask);
// if the ray hit any UI element, return
// don't handle player movement
if (hit.collider) { return; }
Debug.Log("Touched not on UI");
playerController.HandlePlayerMovement(x);
}
The raycast doesn't seem to detect collisions on UI elements. Below is a picture of the Graphics Raycaster component of the Canvas:
Reply to #Lowelltech
Your solution worked for me except that instead of Mouse I used Touchscreen
// Obtain the current touch position.
var pointerPosition = Touchscreen.current.position.ReadValue();
An InputSytem is a way to receive new inputs provided by Unity. You can't use existing scripts there, and you'll run into problems like the original questioner. Answers with code like "if(Input.GetMouseButton(0)" are invalid because they use the old system.
I'm trying to add a healthbar which is affected by the choices made and link the two but am unable to do so. Any help would be appreciated.
I will recommend you that before you go any further with your game development process, you research a bit more about general OOP programming (no offense or anything, it will just make things waaay easier, trust me).
That being said, here's an example to steer you to the right direction:
You can create a script with a global variable called health and subtract it every time the player makes a decision that would "punish" them, here's an example of how that could work:
PlayerManager.cs (put this script on your player)
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerManager : MonoBehaviour {
public float health = 100f;
private void Update() {
if (health < 0)
Die();
}
private void Die () {
//Fancy animations and text can be added on this method
Destroy(gameObject);
}
}
And on your dialogue script, once they choose a wrong answer, then you can just decrease health on the proper player manager instance, like this:
DialogueSystem.cs
public PlayerManager playerManager;
public float damage = 10f;
private void Start() {
//You can initialize other stuff here as well
//This line is assuming you have the dialogue system script attach to your player as well
playerManager = GetComponent<PlayerManager>();
}
private void Update () {
//This is obviously going to change depending on how your system is built
if (wrongChoice) {
playerManager.health -= damage;
wrongChoice = false;
}
}
This is my first networking project. I tried to follow some tutorials and this is what I'm running into: I'm trying to simply change a boolean when a button is clicked. The button is in one scene and the text object down here is in another scene. So i'm running the same network manager in two separate scenes. I realize this isn't conventional but it has to be this way for my project. All I'm looking for right now is for it to change the text, once I understand how that happened, I'm sure I can figure out the rest.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.Networking;
public class textChanger : NetworkBehaviour
{
Text text;
[SyncVar]
bool change = false;
// Use this for initialization
void Start ()
{
text = gameObject.GetComponent<Text>();
}
// Update is called once per frame
void Update ()
{
if(change)
{
text.text = "it worked";
}
}
[Command]
public void CmdChangeText()
{
change = true;
}
}
If I set "change" to true with a keypress, the code operates exactly as it should, the text changes. But it's not working when i click the button from the other scene. I'm using Networking Hud and the two scenes are in fact connected. But the variable is not updating.
In the first picture, the "Text" gameObject is running the "Text Changer" script. And in the second picture, the button has the generic "Game Object" object running it too. You can see it referenced in the buttons onClick area that's calling the "CmdChangeText" method on the "Text Changer" script.
So in my head, everything looks like it should be working, but it's not. Can someone help?
From the Unity Documentation:
These variables will have their values sychronized from the server to clients
So if you try to set in on a client it won't work. It only can be done using a [Command] like you already did.
You should also check your console output. As far as I know In order to be able to call a Command method, the holding NetworkIdentity has to be set to LocalPlayerAuthority. I always had to put a special class for all commands on the Player object itself in order to make it work.
I know this is maybe not an answer but atleast a workaround:
Instead of waiting for the [SyncVar] you could just directly set the value using a [ClientRpc]:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.Networking;
public class textChanger : NetworkBehaviour {
Text text;
private bool change = false;
// Use this for initialization
void Start () {
text = gameObject.GetComponent<Text>();
}
// Update is called once per frame
void Update () {
if(change)
{
text.text = "it worked";
}
}
[Command]
public void CmdChangeText()
{
// sets the value on the server
change = true;
RpcChangeText();
}
// This is executed on ALL clients
// SyncVar is no longer needed
[ClientRpc]
private void RpcChangeText()
{
change = true;
}
}