how to spawn a prefab with filled object fields from scene - unity3d

The game is working correctly and there arent any other issues apart from the fact that the public fields from the players scripts that are supposed to be filled with game objects from the scene arent filled and im not sure how to do that.
heres an example from one of the scripts: image
and heres what it should look like: image
the joystick area from the second image is from the scene, not an asset: image
here is the code im using:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MovePlayer : MonoBehaviour
{
public MovementJoystick movementJoystick;
public int playerSpeed;
private Rigidbody2D rb;
bool facingRight = true;
public Animator animator;
public float interval;
// Start is called before the first frame update
void Start()
{
rb = GetComponent<Rigidbody2D>();
playerSpeed = 7;
interval = 10;
}
// Update is called once per frame
void FixedUpdate()
{
if (movementJoystick.joystickVec.y != 0)
{
rb.velocity = new Vector2(movementJoystick.joystickVec.x * playerSpeed, movementJoystick.joystickVec.y * playerSpeed);
animator.SetFloat("speed", Mathf.Abs(movementJoystick.joystickVec.x));
}
else
{
rb.velocity = Vector2.zero;
animator.SetFloat("speed", Mathf.Abs(0));
}
if (movementJoystick.joystickVec.x < 0 && !facingRight)
{
Flip();
}
if (movementJoystick.joystickVec.x > 0 && facingRight)
{
Flip();
}
}
void Update()
{
if (playerSpeed == 14 && interval > 0)
{
interval -= Time.deltaTime;
}
else
{
playerSpeed = 7;
interval = 10;
}
}
void Flip()
{
transform.Rotate(0f, 180f, 0f);
facingRight = !facingRight;
}
public void SpeedControl(int newplayerSpeed)
{
playerSpeed = newplayerSpeed;
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
public class MovementJoystick : MonoBehaviour
{
public GameObject joystick;
public GameObject joystickBG;
public Vector2 joystickVec;
private Vector2 joystickTouchPos;
private Vector2 joystickOriginalPos;
private float joystickRadius;
// Start is called before the first frame update
void Start()
{
joystickOriginalPos = joystickBG.transform.position;
joystickRadius = joystickBG.GetComponent<RectTransform>().sizeDelta.y / 2;
}
public void PointerDown()
{
joystick.transform.position = Input.mousePosition;
joystickBG.transform.position = Input.mousePosition;
joystickTouchPos = Input.mousePosition;
}
public void Drag(BaseEventData baseEventData)
{
PointerEventData pointerEventData = baseEventData as PointerEventData;
Vector2 dragPos = pointerEventData.position;
joystickVec = (dragPos - joystickTouchPos).normalized;
float joystickDist = Vector2.Distance(dragPos, joystickTouchPos);
if (joystickDist < joystickRadius)
{
joystick.transform.position = joystickTouchPos + joystickVec * joystickDist;
}
else
{
joystick.transform.position = joystickTouchPos + joystickVec * joystickRadius;
}
}
public void PointerUp()
{
joystickVec = Vector2.zero;
joystick.transform.position = joystickOriginalPos;
joystickBG.transform.position = joystickOriginalPos;
}
}
this is how to instantiate the player using photon servers (what i am using)
public GameObject playerToSpawn;
PhotonNetwork.Instantiate(playerToSpawn.name, spawnPoint.position, Quaternion.identity);
There are also 2 buttons i need you to fix: a Shoot button and a Hit button (those are the names). Here is the code for them:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ShootButton : MonoBehaviour
{
//i made this script for the button incase you may
have
needed it
}
Here is the shooting script attached to the player:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class Weapon : MonoBehaviour
{
public Transform firePoint;
public GameObject bulletPrefab;
public Button ShootButton;
void Start()
{
ShootButton.onClick.AddListener(ShootButtonTrue);
}
void ShootButtonTrue()
{
Shoot();
}
void Shoot()
{
Instantiate(bulletPrefab, firePoint.position,
firePoint.rotation);
}
}
Here is the hitting script attached to the Hit button
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class HitButton : MonoBehaviour
{
}
And here is the Player Combat script using for hitting:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class PlayerCombat : MonoBehaviour
{
public Animator animator;
public Button AttackButton;
public Transform attackPoint;
public float attackRange = 0.5f;
public LayerMask enemyLayers;
void Start()
{
AttackButton.onClick.AddListener(AttackButtonTrue);
}
void AttackButtonTrue()
{
Attack();
}
void Attack()
{
animator.SetTrigger("Attack");
Collider2D[] hitEnemies = Physics2D.OverlapCircleAll(attackPoint.position, attackRange, enemyLayers);
foreach(Collider2D enemy in hitEnemies)
{
Debug.Log("u hit someone :O");
enemy.GetComponent<Health>().TakeDamage(15);
}
}
void OnDrawGizmosSelected()
{
if (attackPoint == null)
return;
Gizmos.DrawWireSphere(attackPoint.position, attackRange);
}
}
if you need any other pieces of code just ask
thanks in advance, i will mark the answer as an answer if its a good answer

There are multiple ways to achieve this. For example, you can make your joystick singleton and assign that to the player upon spawn. If you have multiple joysticks in the scene, you can group them under the same parent object and make that parent singleton.
Assuming you only have one joystick in the scene, add this into your joystick class:
public static MovementJoystick Instance { get; private set; }
void Awake()
{
if (Instance != null && Instance != this)
{
Destroy(this);
}
else
{
Instance = this;
}
}
In your player class, add this:
void OnEnable()
{
if( movemaneJoystick == null)
{
movementJoystick = MovementJoystick.Instance;
}
}

Related

Unity Photon PUN2 Damage Indicator

I want to make a damage indicator for my online game, but there is an error in my code, can you check it?
Script 1
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class di_system : MonoBehaviour
{
[Header("References")]
[SerializeField] private DamageIndicator indicatorPrefab = null;
[SerializeField] private RectTransform holder = null;
[SerializeField] private Camera camera = null;
[SerializeField] private Transform player = null;
private Dictionary<Transform, DamageIndicator> Indicators = new Dictionary<Transform, DamageIndicator>();
#region Delegates
public static Action<Transform> CreateIndicator = delegate { };
public static Func<Transform, bool> CheckIfObjectInSight = null;
#endregion
private void OnEnable()
{
CreateIndicator += Create;
CheckIfObjectInSight += InSight;
}
private void OnDisable()
{
CreateIndicator -= Create;
CheckIfObjectInSight -= InSight;
}
void Create(Transform target)
{
if (Indicators.ContainsKey(target))
{
Indicators[target].Restart();
return;
}
DamageIndicator newIndicator = Instantiate(indicatorPrefab, holder);
newIndicator.Register(target, player, new Action(() => { Indicators.Remove(target); }));
Indicators.Add(target, newIndicator);
}
bool InSight(Transform t)
{
Vector3 screenPoint = camera.WorldToViewportPoint(t.position);
return screenPoint.z > 0 && screenPoint.x > 0 && screenPoint.x < 1 && screenPoint.y > 0 && screenPoint.y < 1;
}
}
Script 2
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using Photon.Pun;
public class Health : MonoBehaviour
{
public float health;
public float maxHealth;
public float HealSpeed;
public Image healthBar;
float lerpSpeed;
public bool heal;
public PhotonView PV;
public Manager manager;
public bool dead;
public bool spawnShield;
public float spawnShieldTime;
public float SST;
public GameObject SSUI;
public GameObject SSUI2;
public Text healthText;
// Start is called before the first frame update
void Start()
{
manager = GameObject.FindWithTag("Scripts").GetComponent<Manager>();
spawnShield = true;
SST = spawnShieldTime;
}
// Update is called once per frame
void Update()
{
healthText.text = health.ToString("0");
if (Input.anyKey && spawnShield)
{
StartCoroutine(waitt());
}
if (spawnShield)
{
health = maxHealth;
SST -= 1f * Time.deltaTime;
SSUI.SetActive(true);
SSUI2.SetActive(true);
SSUI2.GetComponent<Text>().text = SST.ToString("0.0");
}
else
{
SSUI.SetActive(false);
SSUI2.SetActive(false);
}
if (SST <= 0)
{
PV.RPC("SpawnShieldOff", RpcTarget.All);
}
}
[PunRPC]
public void Damage(float damage)
{
Register();
health -= damage;
if (PV.IsMine)
{
if (health <= 0)
{
Die();
}
}
if (health <= 0)
{
dead = true;
}
}
public void Die()
{
manager.deaths++;
manager.cooldown();
manager.Alive = false;
PhotonNetwork.Destroy(gameObject);
}
[PunRPC]
public void SpawnShieldOff()
{
spawnShield = false;
}
void Register()
{
if (!di_system.CheckIfObjectInSight(this.transform))
{
di_system.CreateIndicator(this.transform);
}
}
}
I want to make damage indicators for my multiplayer game. Can you help me?
I've been trying to solve this problem for a long time but I couldn't find anything.
No errors in the code, but it shows the rotation of the damaged player instead of the rotation of the damaging player

How to make line renderer work inside a sprite only using collision in a tracing game in unity2D?

I am creating a tracing game in unity. Where the tracing object is the sprite. I want the line renderer to not cross the sprite boundaries although collision is being detected but I an't figure out how to make line stay inside the sprite only.
DrawManager.cs
`using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class DrawManager : MonoBehaviour
{
private Camera _cam;
[SerializeField] private Line _lineprefab;
private Line _currentline;
public const float RESOLUTION = 0.1f;
void Start()
{
_cam = Camera.main;
}
// Update is called once per frame
void Update()
{
Vector2 mousePos = _cam.ScreenToWorldPoint(Input.mousePosition);
if (Input.GetMouseButtonDown(0)) {
_currentline = Instantiate(_lineprefab,mousePos,Quaternion.identity);
}
if (Input.GetMouseButton(0)) _currentline.SetPosition(mousePos);
}
}
Line.cs
`using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.Linq;
public class Line : MonoBehaviour
{
[SerializeField] private LineRenderer _renderer;
[SerializeField] private EdgeCollider2D _collider;
private List<Vector2> _points = new List<Vector2>();
collision oncollision;
[SerializeField] private GameObject collisioncheck;
void Start()
{
_collider.transform.position -= transform.position;
oncollision = collisioncheck.GetComponent<collision>();
}
public void SetPosition(Vector2 pos)
{
if (!CanAppend(pos)) return;
_points.Add(pos);
_collider.points = _points.ToArray();
_renderer.positionCount++;
_renderer.SetPosition(_renderer.positionCount - 1, pos);
}
private bool CanAppend(Vector2 pos)
{
if (_renderer.positionCount == 0) return true;
return Vector2.Distance(_renderer.GetPosition(_renderer.positionCount - 1), pos) > DrawManager.RESOLUTION;
}
}
Collision.cs
`using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class collision : MonoBehaviour
{
private static bool iscollided;
private void OnCollisionEnter2D(Collision2D collision)
{
if (collision.gameObject.tag == "Player")
{
iscollided = true;
}
Debug.Log("entered");
}
public bool getiscollided() {return iscollided; }
private void OnCollisionStay2D(Collision2D collision)
{
Debug.Log("collision stayed");
}
private void OnCollisionExit2D(Collision2D collision)
{
Debug.Log("exit");
}
public void ResetCollision()
{
iscollided = false;
}
}
I tried stopping the line using iscollided but getting nullexception error

weird offset with linerenderer and edgecollider

enter code hereHello im trying to make a laser but the collider as a weird offset from the collider. I tried moving some object out of the parent but it didnt changed anything. The only place where it works properly is 0,0,0.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Laser : MonoBehaviour
{
[SerializeField] public float defDistanceRay = 100;
public Transform laserFirePoint;
public LineRenderer m_lineRenderer;
public Transform m_transform;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
ShootLaser();
}
void ShootLaser(){
if(Physics2D.Raycast(m_transform.position, transform.right)){
RaycastHit2D _hit = Physics2D.Raycast(laserFirePoint.position, transform.right);
Draw2DRay(laserFirePoint.position, _hit.point);
}
else{
Draw2DRay(laserFirePoint.position, laserFirePoint.transform.right * defDistanceRay);
}
}
void Draw2DRay(Vector2 startPos, Vector2 endPos) {
m_lineRenderer.SetPosition(0, startPos);
m_lineRenderer.SetPosition(1, endPos);
}
}
This code made it work properly whitout before I added this code:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Laser_collision : MonoBehaviour
{
public LineRenderer LineRenderer;
public EdgeCollider2D collider;
void Update(){
int pointcount = LineRenderer.positionCount;
Vector2[] points = new Vector2[pointcount];
for(int i = 0; i < pointcount; i++){
points[i] = LineRenderer.GetPosition(i);
}
collider.points = points;
}
}
Thank you for your time

Swapping Two GameObjects on Keypress

When I press Space, the player and the dummy are supposed to swap places. This doesn't just happen once, it needs to happen everytime I press the Space bar so they can swap back and forth. However, sometimes it works and sometimes it doesn't. When it doesn't work, the dummy teleports to the player and then the player teleports inside of the dummy (as that is where its last position is). This just kind of pushes the player about.
Here is the code:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerSwap : MonoBehaviour
{
public GameObject player;
public GameObject dummy;
public GameObject cameraAnchor;
public Transform playerLastPos;
public Transform dummyLastPos;
public bool haveSwapped;
public bool canSwap;
public float swapRadius;
public LayerMask dummyInRadius;
// Update is called once per frame
void Update()
{
canSwap = Physics.CheckSphere(player.transform.position, swapRadius, dummyInRadius);
SwapTransforms();
if (canSwap)
{
if (Input.GetKeyDown(KeyCode.Space))
{
haveSwapped = !haveSwapped;
Swapping();
}
}
else
{
Debug.Log("Can't Swap");
}
cameraAnchor.transform.position = player.transform.position;
}
public void SwapTransforms()
{
if (haveSwapped)
{
dummyLastPos.position = player.transform.position;
playerLastPos.position = dummy.transform.position;
}
else
{
dummyLastPos.position = dummy.transform.position;
playerLastPos.position = player.transform.position;
}
}
public void Swapping()
{
if (haveSwapped)
{
player.transform.position = dummyLastPos.position;
dummy.transform.position = playerLastPos.position;
}
else
{
player.transform.position = playerLastPos.position;
dummy.transform.position = dummyLastPos.position;
}
}
public void OnDrawGizmos()
{
Gizmos.color = Color.white;
Gizmos.DrawWireSphere(player.transform.position, swapRadius);
}
}
I've solved it. After cleaning up most of the code and realsing I had to turn off movement and the character controller on the player (Link:Unity Answers), I came up with this:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerSwap : MonoBehaviour
{
public ThirdPersonMovement playerMove;
public GameObject player;
public GameObject dummy;
public GameObject cameraAnchor;
public Transform playerLastPos;
public Transform dummyLastPos;
public bool canSwap;
public float swapRadius;
public LayerMask dummyInRadius;
// Update is called once per frame
void Update()
{
canSwap = Physics.CheckSphere(player.transform.position, swapRadius, dummyInRadius);
if (canSwap)
{
if (Input.GetKeyDown(KeyCode.Space))
{
playerMove.canMove = false;
player.GetComponent<CharacterController>().enabled = false;
SetTransforms();
}
}
else
{
Debug.Log("Can't Swap");
}
cameraAnchor.transform.position = player.transform.position;
}
public void SetTransforms()
{
dummyLastPos.position = dummy.transform.position;
playerLastPos.position = player.transform.position;
Debug.Log("Set Transforms");
Swapping();
}
public void Swapping()
{
player.transform.position = dummyLastPos.position;
dummy.transform.position = playerLastPos.position;
dummy.transform.rotation = player.transform.rotation;
Debug.Log("Swap");
playerMove.canMove = true;
player.GetComponent<CharacterController>().enabled = true;
}
public void OnDrawGizmos()
{
Gizmos.color = Color.white;
Gizmos.DrawWireSphere(player.transform.position, swapRadius);
}
}

How to avoid object references for spawned objects in Unity 2D?

At the moment I am programming a Unity 2D game. When the game is running the cars start moving and respawn continuously. I added kind of a life system to enable the possibility to shoot the cars. My issue is that my health bar as well as my score board need references to the objects they refer to, but I am unable to create a reference to an object which is not existing before the game starts. Another issue is that I don't know how to add a canvas to a prefab in order to spawn it with the cars continuously and connect them to the car. Is there a way to avoid these conflicts or how is it possible to set the references into prefabs. I will add the code of the spawner, the car and the the scoreboard. Already thank you in advance
Spawner:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Spawner : MonoBehaviour
{
public GameObject carPrefab;
public GameObject enemyCarPrefab;
public GameObject kugel;
public float respawnTime = 10.0f;
public int counterPlayer1=0;
public int counterPlayer2=0;
public int counterEnergy=0;
// Use this for initialization
void Start () {
StartCoroutine(carWave());
}
private void spawnPlayerCars(){
GameObject a = Instantiate(carPrefab) as GameObject;
a.transform.position = new Vector2(-855f, -312.9426f);
counterPlayer1++;
}
private void SpawnEnemyCars(){
GameObject b = Instantiate(enemyCarPrefab) as GameObject;
b.transform.position = new Vector2(853,-233);
counterPlayer2++;
}
private void SpawnEnergy(){
GameObject c = Instantiate(kugel) as GameObject;
c.transform.position = new Vector2(-995,-192);
counterEnergy++;
}
IEnumerator carWave(){
while(true){
yield return new WaitForSeconds(respawnTime);
if(counterPlayer1<3){
spawnPlayerCars();
Debug.Log(counterPlayer1);
}
if(counterPlayer2<3){
SpawnEnemyCars();
Debug.Log(counterPlayer2);
}
if(counterEnergy<3){
SpawnEnergy();
}
}
}
}
Car:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EnemyCar : MonoBehaviour
{
public float speed = 3f;
int zählerAuto1=0;
private Vector2 screenBounds;
public AnzeigePunktzahlPlayer2 points;
public Spawner sp;
public int maxHealth=100;
public int currentHealth;
public HealthBar healthbar;
void Start () {
screenBounds = Camera.main.ScreenToWorldPoint(new Vector2(Screen.width, Screen.height));
points= GetComponent<AnzeigePunktzahlPlayer2>();
sp= GetComponent<Spawner>();
currentHealth=maxHealth;
healthbar.SetMaxHealth(maxHealth);
}
void Update()
{
Vector2 pos = transform.position;
if(pos.x>-855f){
pos = transform.position;
pos.x-= speed* Time.deltaTime;
transform.position=pos;
zählerAuto1++;
}else{
points.counter++;
Debug.Log(points.counter);
sp.counterPlayer2--;
Debug.Log(sp.counterPlayer2);
Destroy(this.gameObject);
}
}
private void OnCollisionEnter2D(Collision2D other) {
if (other.collider.tag=="Kugel"){
takeDamage(40);
//sp.counterPlayer2--;
if(currentHealth<=0)
{
Destroy(this.gameObject);
}
}
}
public void takeDamage(int damage){
currentHealth-= damage;
healthbar.SetHealth(currentHealth);
}
public void getHealed(int heal){
currentHealth+= heal;
healthbar.SetHealth(currentHealth);
}
}
Scoreboard(one part of it(the other one is almost the same)):
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using TMPro;
public class AnzeigePunktzahlPlayer1 : MonoBehaviour
{
public int counter;
public TextMeshProUGUI textPlayer1;
void Start()
{
// counter=0;
textPlayer1= GetComponent<TextMeshProUGUI>();
}
// Update is called once per frame
void Update()
{
textPlayer1.SetText( counter.ToString());
}
}
You could make the health bars and the canvas children of the Car prefab and have them spawn together.