I am trying to create a multiplayer TPS where I instantiate a bullet locally (in my editor) and apply force to it. Once it hits other player I would want to call that players TakeDamage RPC.
Sadly I am encountering this weird error message that I can't fix (already taking me days).
my projectile script:
using Photon.Pun;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Arrow : MonoBehaviour
{
[SerializeField] float timeToDestroy;
[SerializeField] ParticleSystem hitEffect;
[SerializeField] TrailRenderer trailRenderer;
float timer;
private Rigidbody rb;
private Collider col;
private void Awake()
{
rb = GetComponent<Rigidbody>();
col = GetComponent<Collider>();
}
private void Update()
{
timer += Time.deltaTime;
if (timer > timeToDestroy) Destroy(gameObject);
}
private void OnCollisionEnter(Collision collision)
{
rb.isKinematic = true;
rb.velocity = Vector3.zero;
trailRenderer.enabled = false;
ShowHitEffect(collision.GetContact(0));
col.enabled = false;
if (collision.gameObject.CompareTag("Player"))
{
rb.isKinematic = true;
rb.velocity = Vector3.zero;
trailRenderer.enabled = false;
PhotonView pv = collision.gameObject.GetPhotonView();
Debug.Log("hit " + pv.Controller.NickName);
pv.RPC("DealDamage", RpcTarget.All, PhotonNetwork.LocalPlayer.NickName, .5f, PhotonNetwork.LocalPlayer.ActorNumber);
}
Destroy(gameObject, 2f);
}
private void ShowHitEffect(ContactPoint cp)
{
hitEffect.transform.position = cp.point;
hitEffect.transform.forward = cp.normal;
hitEffect.Emit(1);
}
}
weapon controller script
using Photon.Pun;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class WeaponController : MonoBehaviourPunCallbacks
{
[Header("Fire Rate")]
[SerializeField] float fireRate;
float fireRateTimer;
[SerializeField] bool semiAuto;
[Header("Bullet Property")]
[SerializeField] GameObject bullet;
[SerializeField] Transform barrelPos;
[SerializeField] float bulletVelocity;
[SerializeField] byte bulletPerShot;
public AimController aim;
[SerializeField] AudioClip gunshot;
public AudioSource audioSource;
public WeaponAmmo ammo;
public ParticleSystem muzzleFlash;
public ParticleSystem hitEffect;
// Start is called before the first frame update
void Start()
{
fireRateTimer = fireRate;
}
private void Update()
{
if (!photonView.IsMine) return;
if (ShouldFire()) Fire();
}
bool ShouldFire()
{
fireRateTimer += Time.deltaTime;
if (fireRateTimer < fireRate) return false;
if (ammo.currentAmmo == 0) return false;
if (semiAuto && Input.GetKeyDown(KeyCode.Mouse0)) return true;
if (!semiAuto && Input.GetKey(KeyCode.Mouse0)) return true;
return false;
}
[PunRPC]
private void EmitMuzzleFlash()
{
muzzleFlash.Emit(1);
}
void Fire()
{
fireRateTimer = 0;
barrelPos.LookAt(aim.actualAimPos);
audioSource.PlayOneShot(gunshot);
EmitMuzzleFlash();
//photonView.RPC("EmitMuzzleFlash", RpcTarget.All);
ammo.currentAmmo--;
for (int i = 0; i < bulletPerShot; i++)
{
GameObject currentBullet = Instantiate(bullet, barrelPos.position, barrelPos.rotation);
Rigidbody rigidbody = currentBullet.GetComponent<Rigidbody>();
rigidbody.AddForce(barrelPos.forward * bulletVelocity, ForceMode.Impulse);
// Projectile Instantiate
/*{
GameObject currentProjectile = (GameObject)PhotonNetwork.Instantiate(bullet.name, barrelPos.position, barrelPos.rotation);
Rigidbody rb = currentProjectile.GetComponent<Rigidbody>();
rb.AddForce(barrelPos.forward * bulletVelocity, ForceMode.Impulse);
}*/
}
}
}
player controller script (where rpc is located)
using Photon.Pun;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerController : MonoBehaviourPunCallbacks
{
private PlayerStats stats = new PlayerStats();
void Start()
{
if (photonView.IsMine)
{
UIController.instance.healthSlider.maxValue = stats.maxHealth;
UIController.instance.healthSlider.value = stats.GetCurrentHealth();
}
Cursor.lockState = CursorLockMode.Locked;
}
// Update is called once per frame
void Update()
{
FocusWindows();
}
void FocusWindows()
{
if (Input.GetKeyDown(KeyCode.Escape))
{
Cursor.lockState = CursorLockMode.None;
}
else if (Cursor.lockState == CursorLockMode.None)
{
if (Input.GetMouseButton(0))
{
Cursor.lockState = CursorLockMode.Locked;
}
}
}
#region
[PunRPC]
public void DealDamage(string damager, float damageAmount, int actor)
{
Debug.Log("called rpc deal damage");
Debug.Log("damager " + damager + " damageAmount " + damageAmount + " actor " + actor);
TakeDamage(damager, damageAmount, actor);
}
public void TakeDamage(string damager, float damageAmount, int actor)
{
if (photonView.IsMine)
{
stats.ReduceHealth(damageAmount);
if (stats.GetCurrentHealth() == 0)
{
PlayerSpawner.Instance.Die(damager);
MatchManager.instance.UpdateStatSend(actor, 0, 1);
}
UIController.instance.healthSlider.value = stats.GetCurrentHealth();
}
}
#endregion
}
Projectile Prefab(resource)
enter image description here
Player prefab
enter image description here
Weird thing is if I go with "Instantiate Arrow in the network" the rpc is getting called. But this is not ideal since it will because it will send the transform of the projectile every time it is flying. So I just want to check in the local (arrow with no photonView) if it hits an enemy then call the rpc of that enemy to make him take damage and possibly display a fake project coming from the damager. If my approach is naive / wrong please tell me a better approach please.
I transfered the rpc call on the same script where the photonView is located as mentioned by #derHugo. I think the main problem was my understanding of RPC. I thought rpc is like a public method where you can call it outside. I think I need to reread the documentations about rpc and raise events.
Related
I was making a platform that bounces the player after a certain period of time when the player touches it. I attached this code component to the GameObject, which is a tilemap, and it doesn't work properly. What's wrong with my code? The code and scriptable object are as follows.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ExplosionPlatform : PlatformBase
{
public float explosionPower = 20f;
public float waitTime = 1.5f;
public float colTime = 0f;
public bool isDamageOnce = false;
public Vector2 area = new Vector2(2, 2);
public Vector2 positionModify = new Vector2(1, 0);
private void OnCollisionEnter2D(Collision2D collision)
{
StartCoroutine(Explosion());
}
private IEnumerator Explosion()
{
Debug.Log("ASDF");
yield return new WaitForSeconds(waitTime);
Collider2D[] player = Physics2D.OverlapBoxAll(transform.position + (Vector3)positionModify, area, 0);
foreach (Collider2D col in player)
{
if (col.CompareTag("Player"))
{
col.gameObject.GetComponent<Rigidbody2D>().AddForce(Vector2.up * explosionPower, ForceMode2D.Impulse);
Damage();
isDamageOnce = true;
yield return new WaitForSeconds(3f);
isDamageOnce = false;
}
}
}
private void OnDrawGizmos()
{
Gizmos.color = Color.blue;
Gizmos.DrawWireCube(transform.position + (Vector3)positionModify, area);
}
}
I have confirmed that the code below works properly on GameObject, which is Unity 2d Sprite. Is there any way to use that code while using the tile map?
OK, I have a particle which is prefabed as it appears on the left of the image below.
The left side is the result of the projectile code:
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[RequireComponent(typeof(Collider2D))]
[RequireComponent(typeof(Rigidbody2D))]
[RequireComponent(typeof(SpriteRenderer))]
public class Projectile : MonoBehaviour
{
[SerializeField] float velocity;
[SerializeField] float acceleration;
new Collider2D collider;
Rigidbody2D rb;
SpriteRenderer sr;
[SerializeField] LayerMask targetLayer;
[SerializeField] float lifetime;
[SerializeField] float damage;
[SerializeField] ParticleSystem HitEffect;
public event Action<Projectile,Collider2D> OnHit;
public Color Color
{
get
{
return sr.color;
}
set
{
sr.color = value;
}
}
// Start is called before the first frame update
void Start()
{
collider = GetComponent<Collider2D>();
rb = GetComponent<Rigidbody2D>();
sr = GetComponent<SpriteRenderer>();
collider.isTrigger = false;
}
// Update is called once per frame
void Update()
{
lifetime -= Time.deltaTime;
if (lifetime <=0)
{
Destroy(this.gameObject);
}
}
public void SetTargetMask(LayerMask _mask)
{
targetLayer = _mask;
}
public void SetDamage(float amount)
{
this.damage = amount;
}
protected virtual void OnCollisionEnter2D(Collision2D other)
{
var _hitEffect = Instantiate(HitEffect.gameObject, transform).GetComponent<ParticleSystem>();
if (!_hitEffect.isPlaying) _hitEffect.Play();
rb.velocity = Vector2.zero;
collider.isTrigger = true;
sr.enabled = false;
Damageable othersDamage;
other.gameObject.TryGetComponent<Damageable>(out othersDamage);
//Debug.Log("dmg not null: " + (othersDamage != null) + "; presumed layer:" + other.gameObject.layer + "; actual layer:" + targetLayer.value);
if (othersDamage != null && other.gameObject.layer == targetLayer.value)
{
OnHit?.Invoke(this,other.collider);
othersDamage.HandleDamage(damage);
}
Destroy(this.gameObject,HitEffect.main.duration);
}
}
So, the idea is to have the particle as it appears on the left at each contact point, play, and vanish.
Instead, I have a non-animated particle that floats off after hitting the target.
What am I missing to get to play the single explosion at point, and how to get the sub particle to play properly.
What am I missing to get to play the single explosion at point
Either stop the rigidbody completely:
rb.angularVelocity = Vector2.zero;
rb.velocity = Vector2.zero;
Alternately, unparent the hit effect from the projectile, and destroy it after a delay
_hitEffect.transform.SetParent(null);
Destroy(_hitEffect.gameObject,afterDelay);
I've created a "game" where you can attack enemies with a sword. All damages applies to only one enemy, even if i attack the other one. Also when I destroy the first I get this message
MissingReferenceException: The object of type 'RectTransform' has been destroyed but you are still trying to access it.
How do I fix it?
Here's my code:
Attached to the enemy
public class EnemyHealth : MonoBehaviour
{
private Transform healthBar;
private Transform canvas;
public float maxHealth = 100f;
public float damage = 10f;
float currentHealth;
float barLength;
private void Start()
{
currentHealth = maxHealth;
GameObject gfx = gameObject.transform.Find("GFX").gameObject;
canvas = gfx.transform.Find("Health Bar");
GameObject canv = canvas.gameObject;
healthBar = canv.transform.Find("Green Bar");
barLength = canvas.GetComponent<RectTransform>().rect.width * canvas.localScale.x;
}
public void GetStruck()
{
currentHealth -= damage;
if (currentHealth < 0) currentHealth = 0;
healthBar.localScale = new Vector3(currentHealth / maxHealth, 1f, 1f);
Vector3 p = healthBar.position;
p -= damage / (maxHealth * 2) * barLength * transform.right * -1;
healthBar.position = p;
if(currentHealth == 0)
{
Destroy(gameObject);
}
}
}
And the sword attack
using UnityEngine;
public class SwordAttack : MonoBehaviour
{
public Animator animator;
private EnemyHealth enemyHealth;
private bool isAttacking;
private void Start()
{
enemyHealth = GameObject.FindGameObjectWithTag("Enemy").GetComponent<EnemyHealth>();
}
void Update()
{
if(Input.GetMouseButtonDown(0))
{
isAttacking = true;
animator.Play("swordSwing", -1, 0f);
}
else if(animator.GetCurrentAnimatorStateInfo(0).normalizedTime > 1)
{
isAttacking = false;
}
animator.SetBool("isAttacking", isAttacking);
}
private void OnTriggerEnter(Collider other)
{
if(isAttacking && other.CompareTag("Enemy"))
{
enemyHealth.GetStruck();
}
}
}
private void Start()
{
enemyHealth = GameObject.FindGameObjectWithTag("Enemy").GetComponent<EnemyHealth>();
}
This is your mistake. You are only getting 1 enemy's health at your start method and you are always decreasing from that enemy's health. Instead you can get the hitted enemy's health in your OnTriggerEnter method and apply damage to that enemy.
I am currently building my first multiplayer game in unity and having a little bit of an issue changing/transmitting the players direction over the network.
My current player controls class is this:
using UnityEngine;
using System.Collections;
public class playerControls : MonoBehaviour {
#region
//Vars
//Movements Vars
public float runSpeed;
Rigidbody mybody;
Animator myAnimator;
bool playerDirectionE;
#endregion
// Use this for initialization
void Start () {
mybody = GetComponent<Rigidbody>();
myAnimator = GetComponent<Animator>();
playerDirectionE = true;
mybody.transform.eulerAngles = new Vector3(0, 90, 0);
}
// Update is called once per frame
void Update () {
}
void FixedUpdate()
{
float move = Input.GetAxis("Horizontal");
myAnimator.SetFloat("speed", Mathf.Abs(move)); //To intiate the charecter transition(move)
mybody.velocity = new Vector3(move * runSpeed, mybody.velocity.y, 0); //move charecter along the x axis, and keep y on gravity, not touching the z axis
if(move>0 && !playerDirectionE)
{
Flip();
}
else if(move<0 && playerDirectionE)
{
Flip();
}
}
void Flip()
{
playerDirectionE = !playerDirectionE;
Vector3 theScale = transform.localScale;
theScale.z *= -1;
transform.localScale = theScale;
}
}
I am using the following client information to send commands over the network:
using UnityEngine;
using System.Collections;
using UnityEngine.Networking;
using System.Collections.Generic;
public class PlayerSyncRotation : NetworkBehaviour {
[SyncVar(hook ="OnPlayerRotSynced")]
private float syncPlayerRotation;
[SerializeField]
private Transform playerTransform;
private float lerpRate = 15;
private float lastPlayerRot;
private float threshold = 1;
private List<float> syncPlayerRotList = new List<float>();
private float closeEneough = 0.3f;
[SerializeField]
private bool userHistoricalInterpolation;
[Client]
void OnPlayerRotSynced(float latestPlayerRotation)
{
syncPlayerRotation = latestPlayerRotation;
syncPlayerRotList.Add(syncPlayerRotation);
}
[Command]
void CmdProvideRotationsToServer(float playerRot)
{
syncPlayerRotation = playerRot;
}
[Client]
void transmitRotations()
{
if (isLocalPlayer)
{
if(CheckIfBeyondThreshold(playerTransform.localScale.z, lastPlayerRot)){
lastPlayerRot = playerTransform.localScale.z;
CmdProvideRotationsToServer(lastPlayerRot);
}
}
}
bool CheckIfBeyondThreshold(float rot1, float rot2)
{
if (Mathf.Abs(rot1 - rot2) > threshold)
{
return true;
}
else
{
return false;
}
}
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
lerpRotation();
}
void FixedUpdate()
{
transmitRotations();
}
void lerpRotation()
{
if (!isLocalPlayer)
{
HistoricalInterpolation();
}
}
void HistoricalInterpolation(){
if (syncPlayerRotList.Count > 0)
{
LerpPlayerRotation(syncPlayerRotList[0]);
if(Mathf.Abs(playerTransform.localEulerAngles.z - syncPlayerRotList[0]) < closeEneough)
{
syncPlayerRotList.RemoveAt(0);
}
Debug.Log(syncPlayerRotList.Count.ToString() + "syncPlayerRotList Count");
}
}
void LerpPlayerRotation(float rotAngle)
{
Vector3 playerNewRot = new Vector3(0, 0, rotAngle);
playerTransform.rotation = Quaternion.Lerp(playerTransform.rotation, Quaternion.Euler(playerNewRot),lerpRate*Time.deltaTime);
}
}
My rotation looks fine on the client, but over the network on the second client, the rotation is broken and looks very wrong.
I have attached a link to a Webm where you can see the short video snippet of my problem HERE.
Would anyone here have any input as to what I could be doing wrong or how I could fix this issue? any suggestions would be appreciated.
Instead Using your custom code, i will like to say you that use Unet NetworkTransform. It is Unet high level API with different option of customization.
A component to synchronize the position and rotation of networked
objects(more).
Unet HLAPI are open source so you can also get the coding of the networkTransform at bitbucket.
i'm new to unity and i'm trying to make an endless runner. When my player (a ball) hits one of the walls the game needs to go the scene: LostMenu. My problem is that the collision doesn't work. Nothing happens when they collide... Here are the inspectors on both the player and the walls: Walls http://prntscr.com/a2pgzm Player http://prntscr.com/a2ph66 .
The collision script on the walls:
using UnityEngine;
using System.Collections;
public class LostByWallCSR : MonoBehaviour
{
void OnCollisionEnter (Collision col)
{
if(col.gameObject.name == "Player")
{
Application.LoadLevel("LostMenu");
Debug.Log ("WORKS!");
}
}
}
The movement script on the player:
using UnityEngine;
using System.Collections;
public class CharacterControllerz : MonoBehaviour {
public float speed = 5f;
public float gravity = 20f;
private Vector3 moveDirections = new Vector3();
private Vector3 inputs = new Vector3();
void FixedUpdate()
{
CharacterController cc = GetComponent<CharacterController>();
if (cc.isGrounded)
{
if (Input.GetKey("left"))
inputs.z = 3;
else if (Input.GetKey("right"))
inputs.z = -3;
else
inputs.z = 0;
moveDirections = transform.TransformDirection(inputs.x, 0, inputs.z) * speed;
}
inputs.x = 5;
moveDirections.y = inputs.y - gravity;
cc.Move(moveDirections * Time.deltaTime);
}
}
Any idea on how to setup the collision properly? Attaching a rigibody is not helping it. Unless i'm missing something ofcourse.
Make sure both objects have a collider component.
You need to attach a rigidbody component to one of the objects.(if you don't attach rigid body it will not work)
your Sphere collider is Trigger , remove that or change your function to
public void OnTriggerEnter(Collider other)
{
}
You need to use OnControllerColliderHit method
private void OnControllerColliderHit(ControllerColliderHit hit)
{
if (hit.gameObject.CompareTag("Trap"))
{
Debug.Log("colisiono with trap");
playerDentro = true;
}
else
{
if (!hit.gameObject.CompareTag("Trap"))
{
Debug.Log("player salio de la trampa");
playerDentro = false;
}
}
}e