How to display text in Unity game - unity3d

I inherited by my ex collegue a Unity game. Now I need to implement this behaviour. The game consist in a car drive by user using Logitech steering.
Now I need to show a Text every X minute in a part of the screen like "What level of anxiety do you have ? " Ad the user should to set a value from 0 to 9 using the Logitech steering but I really don't know where to start.
This is my manager class:
using System.Collections.Generic;
using UnityEngine;
using DG.Tweening;
namespace DrivingTest
{
// Braking test Manager
public class BtManager : BaseTestManger
{
// Public variables
public BreakCar breakCar;
public float minBrakeThreshold = 0.2f;
internal int vehicalSpeed;
internal int noOfEvents;
internal float durationOfTest;
// Private variables
private IRDSPlayerControls playerControlCar;
protected int xSpeed;
protected int ySpeed;
private float brakeEventStartTime;
private float brakeEventDifferenceTime;
private SafetyDistanceCheck safetyDistanceCheck;
protected float totalSafetyDistance;
protected int totalSafetyDistanceCount;
private List<float> averageEventReactionTime = new List<float>();
#region Init
// Use this for initialization
public override void Start()
{
base.Start();
playerControlCar = car.GetComponent<IRDSPlayerControls>();
safetyDistanceCheck = car.GetComponent<SafetyDistanceCheck>();
}
public override void OnEnable()
{
base.OnEnable();
BreakCar.BrakeStart += BrakeCarEvent;
BreakCar.BrakeEventEnd += CallTestOver;
}
public override void OnDisable()
{
base.OnDisable();
BreakCar.BrakeStart -= BrakeCarEvent;
BreakCar.BrakeEventEnd -= CallTestOver;
}
protected override void SetUpCar()
{
car.AddComponent<SelfDriving>();
}
#endregion
/// <summary>
/// Calls the main Test over method.
/// </summary>
private void CallTestOver()
{
GameManager.Instance.Testover();
}
protected override void OnSceneLoaded(eTESTS test)
{
UiManager.Instance.UpdateInstructions(Constants.BT_INSTRUCTION);
}
protected override void GetApiParams()
{
NextTestOutput nextTestOutput = GameManager.Instance.currentTest;
if (nextTestOutput.content != null && nextTestOutput.content.Count > 0)
{
foreach (var item in nextTestOutput.content[0].listInputParameter)
{
switch ((ePARAMETERS)item.id)
{
case ePARAMETERS.X_SPEED:
xSpeed = System.Convert.ToInt32(item.Value);
break;
case ePARAMETERS.Y_SPEED:
ySpeed = System.Convert.ToInt32(item.Value);
break;
case ePARAMETERS.SPEED_OF_VEHICLE:
vehicalSpeed = System.Convert.ToInt32(item.Value);
break;
case ePARAMETERS.NUMBER_OF_EVENTS:
noOfEvents = System.Convert.ToInt32(item.Value);
break;
case ePARAMETERS.DURATION_OF_TEST:
durationOfTest = float.Parse(item.Value) * 60; //converting minutes into seconds
break;
}
}
SetupBrakeCar();
}
}
protected virtual void SetupBrakeCar()
{
DOTween.Clear();
durationOfTest = noOfEvents * Random.Range(10,20); // The random value is the time between two consecutive tests.
breakCar.SetInitalParams(new BrakeCarInit
{
carMaxSpeed = vehicalSpeed * 0.95f,
durationOfTest = durationOfTest,
noOfEvents = noOfEvents,
xSpeed = xSpeed,
ySpeed = ySpeed
});
breakCar.distanceCheck = true;
}
protected override void SubmitRestultToServer()
{
SubmitTest submitTest = new SubmitTest
{
outputParameters = new List<SaveOutputParameter>
{
new SaveOutputParameter
{
id = (int)ePARAMETERS.OUT_REACTION_TIME,
value = ((int)(GetEventReactionTimeAvg () * Constants.FLOAT_TO_INT_MULTIPLAYER)).ToString()
},
new SaveOutputParameter
{
id = (int)ePARAMETERS.OUT_AVG_RT,
value = GetReactionResult().ToString()
}
}
};
WebService.Instance.SendRequest(Constants.API_URL_FIRST_SAVE_TEST_RESULT, JsonUtility.ToJson(submitTest), SubmitedResultCallback);
}
protected override void ShowResult()
{
UiManager.Instance.UpdateStats(
(
"1. " + Constants.EVENT_REACTION + (GetEventReactionTimeAvg() * Constants.FLOAT_TO_INT_MULTIPLAYER).ToString("0.00") + "\n" +
"2. " + Constants.REACTION_TIME + reactionTest.GetReactionTimeAvg().ToString("0.00")
));
}
public void LateUpdate()
{
//Debug.Log("TH " + .Car.ThrottleInput1 + " TH " + playerControlCar.Car.ThrottleInput + " brake " + playerControlCar.Car.Brake + " brake IP " + playerControlCar.Car.BrakeInput);
//Debug.Log("BrakeCarEvent "+ brakeEventStartTime + " Player car " + playerControlCar.ThrottleInput1 + " minBrakeThreshold " + minBrakeThreshold);
if (brakeEventStartTime > 0 && playerControlCar.Car.ThrottleInput1 > minBrakeThreshold)
{
brakeEventDifferenceTime = Time.time - brakeEventStartTime;
Debug.Log("Brake event diff " + brakeEventDifferenceTime);
Debug.Log("Throttle " + playerControlCar.Car.ThrottleInput1);
averageEventReactionTime.Add(brakeEventDifferenceTime);
brakeEventStartTime = 0;
safetyDistanceCheck.GetSafetyDistance(SafetyDistance);
}
}
private void SafetyDistance(float obj)
{
totalSafetyDistance += obj;
++totalSafetyDistanceCount;
}
/// <summary>
/// Records the time when the car ahead starts braking
/// </summary>
protected void BrakeCarEvent()
{
brakeEventStartTime = Time.time;
Debug.Log("BrakeCarEvent ");
}
/// <summary>
/// calculates the average time taken to react
/// </summary>
public float GetEventReactionTimeAvg()
{
float avg = 0;
foreach (var item in averageEventReactionTime)
{
avg += item;
}//noofevents
return avg / (float)averageEventReactionTime.Count;
}
}
}
EDIT
I create new class FearTest:
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.SceneManagement;
namespace DrivingTest
{
public class FearTest : MonoBehaviour
{
//public GameObject redDot;
public TextMeshPro textAnsia2;
public TextMesh textAnsia3;
public int shouldEvaluateTest = 0; // 0 - false, 1 - true
public int secondsInterval;
public int secondsToDisaply;
public int radiusR1;
public int radiusR2;
public int reactionTestDuration;
public int maxDots;
public float dotRadius = 1;
private float endTime;
private float dotDisaplyAtTime;
private List<float> dotDisplayReactTime = new List<float>();
private int missedSignals;
private int currentDotsCount;
private bool isReactionAlreadyGiven;
public bool ShouldEvaluateTest
{
get
{
return shouldEvaluateTest != 0;
}
}
void OnEnable()
{
GameManager.TestSceneLoaded += OnSceneLoaded;
}
private void OnDisable()
{
GameManager.TestSceneLoaded -= OnSceneLoaded;
}
#region Scene Loaded
private void OnSceneLoaded(eTESTS test)
{
if (SceneManager.GetActiveScene().name != test.ToString())
return;
Reset();
GetApiParams();
}
#endregion
private void GetApiParams()
{
#if UNITY_EDITOR
if (!GameManager.Instance)
{
Init();
return;
}
#endif
Debug.Log("called rt");
NextTestOutput nextTestOutput = GameManager.Instance.currentTest;
if (nextTestOutput.content != null && nextTestOutput.content.Count > 0)
{
foreach (var item in nextTestOutput.content[0].listInputParameter)
{
switch ((ePARAMETERS)item.id)
{
case ePARAMETERS.RT_ENABLE:
shouldEvaluateTest = System.Convert.ToInt32(item.Value);
break;
case ePARAMETERS.RT_DURATION:
reactionTestDuration = System.Convert.ToInt32(item.Value);
break;
case ePARAMETERS.RED_DOT_FREQ:
secondsInterval = System.Convert.ToInt32(item.Value);
break;
case ePARAMETERS.RED_DOT_MAX_COUNT:
maxDots = System.Convert.ToInt32(item.Value);
break;
case ePARAMETERS.RED_DOT_RADIUS_R1:
radiusR1 = System.Convert.ToInt32(item.Value);
break;
case ePARAMETERS.RED_DOT_RADIUS_R2:
radiusR2 = System.Convert.ToInt32(item.Value);
break;
case ePARAMETERS.RED_DOT_SIZE:
dotRadius = float.Parse(item.Value)/10f;
break;
case ePARAMETERS.RED_DOT_TIME:
secondsToDisaply = System.Convert.ToInt32(item.Value);
break;
}
}
Debug.Log("called rt "+ shouldEvaluateTest);
/*if (ShouldEvaluateTest)
{
Init();
}*/
Init();//dopo bisogna sistemare il shoudl evaluatetest
}
}
Coroutine displayCoroutine;
public void Init()
{
endTime = Time.time + reactionTestDuration + 10;
SetRedDotSize();
displayCoroutine = StartCoroutine(RedDotDisplay());
}
private IEnumerator RedDotDisplay()
{
yield return new WaitForSeconds(2);
while (true)
{
SetRandomDotPosition();
RedDot(true);
isReactionAlreadyGiven = false;
dotDisaplyAtTime = Time.time;
currentDotsCount++;
yield return new WaitForSeconds(secondsToDisaply);
if(!isReactionAlreadyGiven)
{
missedSignals++;
}
RedDot(false);
if ((reactionTestDuration > 0 && endTime <= Time.time) || (maxDots > 0 && currentDotsCount >= maxDots))
break;
float waitTime = secondsInterval - secondsToDisaply;
yield return new WaitForSeconds(waitTime);
}
}
private void Update()
{
if (!ShouldEvaluateTest)
return;
if (!isReactionAlreadyGiven && /*redDot.activeSelf &&*/ (LogitechGSDK.LogiIsConnected(0) && LogitechGSDK.LogiButtonIsPressed(0, 23)))
{
isReactionAlreadyGiven = true;
float reactionTime = Time.time - dotDisaplyAtTime;
Debug.Log("Reaction Time RT : " + reactionTime);
RedDot(false);
dotDisplayReactTime.Add(reactionTime);
}
}
public double GetReactionTimeAvg()
{
double avg = 0;
foreach (var item in dotDisplayReactTime)
{
avg += item;
}
//avg / currentDotsCount
return avg / (float)dotDisplayReactTime.Count;
}
public double GetMissedSignals()
{
return ((float) missedSignals / (float) currentDotsCount) * 100;
}
private void RedDot(bool state)
{
//redDot.SetActive(state);
textAnsia2.SetText("Pippo 2");
}
private void SetRedDotSize()
{
//redDot.transform.localScale *= dotRadius;
textAnsia2.transform.localScale *= dotRadius;
textAnsia3.transform.localScale *= dotRadius;
}
private void SetRandomDotPosition()
{
//redDot.GetComponent<RectTransform>().anchoredPosition = GetRandomPointBetweenTwoCircles(radiusR1, radiusR2)*scale;
float scale = ((Screen.height*0.9f) / radiusR2) * 0.9f;
Vector3 pos = GetRandomPointBetweenTwoCircles(radiusR1, radiusR2) * scale;
Debug.Log("RT temp pos : " + pos);
pos = new Vector3(500, 500, 0);
Debug.Log("RT pos : " + pos);
// redDot.transform.position = pos;
Vector3 pos2 = new Vector3(20, 20, 0);
Debug.Log("text ansia 2 : " + pos2);
textAnsia2.transform.position = pos2;
textAnsia3.transform.position = pos;
}
#region Getting Red Dot b/w 2 cricles
/*
Code from : https://gist.github.com/Ashwinning/89fa09b3aa3de4fd72c946a874b77658
*/
/// <summary>
/// Returns a random point in the space between two concentric circles.
/// </summary>
/// <param name="minRadius"></param>
/// <param name="maxRadius"></param>
/// <returns></returns>
Vector3 GetRandomPointBetweenTwoCircles(float minRadius, float maxRadius)
{
//Get a point on a unit circle (radius = 1) by normalizing a random point inside unit circle.
Vector3 randomUnitPoint = Random.insideUnitCircle.normalized;
//Now get a random point between the corresponding points on both the circles
return GetRandomVector3Between(randomUnitPoint * minRadius, randomUnitPoint * maxRadius);
}
/// <summary>
/// Returns a random vector3 between min and max. (Inclusive)
/// </summary>
/// <returns>The <see cref="UnityEngine.Vector3"/>.</returns>
/// <param name="min">Minimum.</param>
/// <param name="max">Max.</param>
Vector3 GetRandomVector3Between(Vector3 min, Vector3 max)
{
return min + Random.Range(0, 1) * (max - min);
}
#endregion
#region Reset
private void Reset()
{
if (displayCoroutine != null)
StopCoroutine(displayCoroutine);
RedDot(false);
shouldEvaluateTest = 0;
reactionTestDuration = 0;
secondsInterval = 0;
missedSignals = 0;
maxDots = 0;
radiusR1 = 0;
radiusR2 = 0;
dotRadius = 1;
secondsToDisaply = 0;
endTime = 0;
dotDisaplyAtTime = 0;
dotDisplayReactTime.Clear();
//redDot.transform.localScale = Vector3.one;
textAnsia2.transform.localScale = Vector3.one;
textAnsia3.transform.localScale = Vector3.one;
currentDotsCount = 0;
isReactionAlreadyGiven = true;
}
#endregion
}
}
When "SetRandomDotPosition" method is called, in my scene I can display in a random position of the screen the RedDot (that is a simple image with a red dot), but I m not able to display my textAnsia2. How can I fixed it ?

I hope this will help you to get started :
https://vimeo.com/709527359
the scripts:
https://imgur.com/a/csNKwEh
I hope that in the video i covered every step that i've made.
Edit: The only thing is for you to do is to make the input of the Wheel to work on the slider. Try to make a simple script: when the text is enabled then the input from a joystick to work on that . When is disabled switch it back for his purpose .

Related

Fail mechanism for a unity rythm game

Hello i know this question might be a bad one but i have tried everything to my ability to acomplish this but i cant, so i have been making a rythm game and for the life of me i have made everything else other than the fail mechanism i just cant get it to work. i need to read the variable (MissedNotes) and make the code pause the time and show text saying (Too Many Notes Missed). I have made the place to insert the text in but i cant figure out how to do it at all. Im a begginer so any help is good, Thanks for helping me.
This is the code
using System.Collections;
using System.Collections.Generic;
using System.Diagnostics;
using System.Runtime.InteropServices;
using UnityEngine;
using UnityEngine.UI;
public class GameManager : MonoBehaviour
{
public AudioSource theMusic;
public AudioSource beatSfx;
public bool startPlaying;
public BeatScroller theBS;
public static GameManager instance;
public int currentScore;
public int scorePerNote = 2000;
public int scorePerGoodNote = 2500;
public int scorePerPerfectNote = 3000;
public int currentMultiplier;
public int multiplierTracker;
public int[] multiplierThresholds;
public Text scoreText;
public Text multiText;
public float totalNotes;
public float NormalHits;
public float GoodHits;
public float PerfectHits;
public float MissedHits;
public GameObject resultsScreen;
public Text percentHitText, normalsText, goodsText, perfectsText, missesText, rankText, finalScoreText;
public GameObject FAILTEXT;
// Start is called before the first frame update
void Start()
{
instance = this;
scoreText.text = "Press Any Key to Continue";
currentMultiplier = 1;
totalNotes = ((FindObjectsOfType<NoteObject>().Length) - 168);
}
// Update is called once per frame
void Update()
{
if (!startPlaying)
{
if (Input.anyKeyDown)
{
scoreText.text = "0";
startPlaying = true;
theBS.hasStarted = true;
theMusic.Play();
}
}
else
{
if (!theMusic.isPlaying && !resultsScreen.activeInHierarchy)
{
resultsScreen.SetActive(true);
normalsText.text = "" + NormalHits;
goodsText.text = "" + GoodHits;
perfectsText.text = "" + PerfectHits;
missesText.text = "" + MissedHits;
float totalHits = NormalHits + GoodHits + PerfectHits;
float percentHit = (totalHits / totalNotes) * 100f;
float totalMiss = MissedHits;
percentHitText.text = percentHit.ToString("F1") + "%";
string rankVal = "F";
if (percentHit >= 30)
{
rankVal = "D";
if (currentScore >= 550000)
{
rankVal = "C";
if (currentScore >= 750000)
{
rankVal = "B";
if (currentScore >= 900000)
{
rankVal = "A";
if (currentScore >= 950000)
{
rankVal = "S";
}
}
}
}
}
rankText.text = rankVal;
finalScoreText.text = currentScore.ToString();
}
}
}
public void NoteHit()
{
beatSfx.Play();
multiplierTracker++;
if ((currentMultiplier - 1) < multiplierThresholds.Length)
{
multiplierTracker++;
if (multiplierThresholds[currentMultiplier - 1] <= multiplierTracker)
{
multiplierTracker = 0;
currentMultiplier++;
}
}
scoreText.text = "" + currentScore;
multiText.text = "Score x" + currentMultiplier;
}
public void NormalHit()
{
UnityEngine.Debug.Log("Normal Hit");
currentScore += scorePerNote * currentMultiplier;
NormalHits++;
NoteHit();
}
public void GoodHit()
{
UnityEngine.Debug.Log("Good Hit");
currentScore += scorePerGoodNote * currentMultiplier;
GoodHits++;
NoteHit();
}
public void PerfectHit()
{
UnityEngine.Debug.Log("Perfect Hit");
currentScore += scorePerPerfectNote * currentMultiplier;
PerfectHits++;
NoteHit();
}
public void NoteMissed()
{
UnityEngine.Debug.Log("missed");
MissedHits++;
currentMultiplier = 1;
multiplierTracker = 0;
multiText.text = "Score x" + currentMultiplier;
}
}
There's nothing controlling time here so there's not really anything to do in this class to pause time. I'm also not seeing how the note hit functions are called.
It seems like there's some other class controlling the timing and note hit logic, and that's where you need to implement the logic to stop the game.
Once you've done that you can modify your NoteMissed method to trigger the game logic to stop when too many notes are missed.

Unity: spawning enemies works but they are not visible

I'm busy with creating a school project where I need to integrate wave spawners.
For now, I used this video as an example and implemented it in my project.https://www.youtube.com/watch?v=q0SBfDFn2Bs
Everything is spawning fine and I also get my debug logs. The main problem is: I can't see my enemies. (not John Cena guys hahah, in that case it would be logic ;) )
I'm new to Unity and I like the interface and workflow but I have a lot to learn. I hope someone can help me out! :)
Source WaveSpawner.cs:
using UnityEngine;
using System.Collections;
public class WaveSpawner : MonoBehaviour
{
public enum SpawnState { SPAWNING, WAITING, COUNTING };
[System.Serializable]
public class Wave
{
public string name;
public Transform enemy;
public int count;
public float rate;
}
public Wave[] waves;
private int nextWave = 0;
public int NextWave
{
get { return nextWave + 1; }
}
public Transform[] spawnPoints;
public float timeBetweenWaves = 5f;
private float waveCountdown;
public float WaveCountdown
{
get { return waveCountdown; }
}
private float searchCountdown = 1f;
private SpawnState state = SpawnState.COUNTING;
public SpawnState State
{
get { return state; }
}
void Start()
{
if (spawnPoints.Length == 0)
{
Debug.LogError("No spawn points referenced.");
}
waveCountdown = timeBetweenWaves;
}
void Update()
{
if (state == SpawnState.WAITING)
{
if (!EnemyIsAlive())
{
WaveCompleted();
}
else
{
return;
}
}
if (waveCountdown <= 0)
{
if (state != SpawnState.SPAWNING)
{
StartCoroutine( SpawnWave ( waves[nextWave] ) );
}
}
else
{
waveCountdown -= Time.deltaTime;
}
}
void WaveCompleted()
{
Debug.Log("Wave Completed!");
state = SpawnState.COUNTING;
waveCountdown = timeBetweenWaves;
if (nextWave + 1 > waves.Length - 1)
{
nextWave = 0;
Debug.Log("ALL WAVES COMPLETE! Looping...");
}
else
{
nextWave++;
}
}
bool EnemyIsAlive()
{
searchCountdown -= Time.deltaTime;
if (searchCountdown <= 0f)
{
searchCountdown = 1f;
if (GameObject.FindGameObjectWithTag("Enemy") == null)
{
return false;
}
}
return true;
}
IEnumerator SpawnWave(Wave _wave)
{
Debug.Log("Spawning Wave: " + _wave.name);
state = SpawnState.SPAWNING;
for (int i = 0; i < _wave.count; i++)
{
SpawnEnemy(_wave.enemy);
yield return new WaitForSeconds( 1f/_wave.rate );
}
state = SpawnState.WAITING;
yield break;
}
void SpawnEnemy(Transform _enemy)
{
Debug.Log("Spawning Enemy: " + _enemy.name);
Transform _sp = spawnPoints[ Random.Range (0, spawnPoints.Length) ];
Instantiate(_enemy, _sp.position, _sp.rotation);
}
}
From what I can see is you're also changing the Z position of the bat. Generally you would not want to do that in a 2D game cause it can go behind stuff as is happening there. In the code I did notice that you are using random points in the world so you would want to check the Z position of those points and change them to 0 or 1.Here's the Image of what you need to change on the points! Hope this helps!

Unity 5 Inventory system not working

Hello programmers all around the world. I have made myself an inventory system for my game. Only problem is that when I click on item and then drag it to and empty slot it doesn't move and I kinda don't see the error which I am having and I have tried to debug it but without success any help? Here is the code:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;
public class Inventory : MonoBehaviour {
private RectTransform inventoryRect;
private float inventoryWidth;
private float inventoryHeight;
public int slots;
public int rows;
public float slotPaddingLeft;
public float slotPaddingTop;
public float slotSize;
public GameObject slotPrefab;
private static Slot from;
private static Slot to;
private List<GameObject> allslots;
public GameObject iconPrefab;
private static GameObject hoverObject;
private static int emptySlots;
public Canvas canvas;
private float hoverYOffset;
private bool isPressed;
public EventSystem eventSystem;
public static int EmptySlots{
get{ return emptySlots;}
set{ emptySlots = value;}
}
// Use this for initialization
void Start () {
CreateLayout ();
canvas.enabled = false;
isPressed = false;
}
// Update is called once per frame
void Update () {
if (Input.GetKeyDown (KeyCode.I)) {
if (Input.GetKeyDown (KeyCode.I)) {
canvas.enabled = false;
}
canvas.enabled = true;
}
if (Input.GetMouseButtonUp (0)) {
if (!eventSystem.IsPointerOverGameObject (-1) && from != null) {
from.GetComponent<Image> ().color = Color.white;
from.ClearSlot ();
Destroy (GameObject.Find ("Hover"));
to = null;
from = null;
hoverObject = null;
}
}
if (hoverObject != null) {
Vector2 position;
RectTransformUtility.ScreenPointToLocalPointInRectangle (canvas.transform as RectTransform, Input.mousePosition, canvas.worldCamera, out position);
position.Set (position.x, position.y - hoverYOffset);
hoverObject.transform.position = canvas.transform.TransformPoint (position);
}
}
private void CreateLayout(){
allslots = new List<GameObject> ();
hoverYOffset = slotSize * 0.01f;
emptySlots = slots;
inventoryWidth = (slots / rows) * (slotSize + slotPaddingLeft) + slotPaddingLeft;
inventoryHeight = rows * (slotSize + slotPaddingTop) + slotPaddingTop;
inventoryRect = GetComponent<RectTransform> ();
inventoryRect.SetSizeWithCurrentAnchors (RectTransform.Axis.Horizontal, inventoryWidth);
inventoryRect.SetSizeWithCurrentAnchors (RectTransform.Axis.Vertical, inventoryHeight);
int colums = slots / rows;
for (int y = 0; y < rows; y++) {
for (int x = 0; x < colums; x++) {
GameObject newSlot = (GameObject)Instantiate (slotPrefab);
RectTransform slotRect = newSlot.GetComponent<RectTransform> ();
newSlot.name = "Slot";
newSlot.transform.SetParent (this.transform.parent);
slotRect.localPosition = inventoryRect.localPosition + new Vector3 (slotPaddingLeft * (x + 1) + (slotSize * x), -slotPaddingTop * (y + 1) - (slotSize * y));
slotRect.SetSizeWithCurrentAnchors (RectTransform.Axis.Horizontal, slotSize);
slotRect.SetSizeWithCurrentAnchors (RectTransform.Axis.Vertical, slotSize);
allslots.Add (newSlot);
}
}
}
public bool AddItem(Item item){
if (item.maxSize == 1) {
PlaceEmpty (item);
return true;
}
else {
foreach (GameObject slot in allslots) {
Slot temporary = slot.GetComponent<Slot> ();
if (!temporary.IsEmpty) {
if (temporary.CurrentItem.type == item.type && temporary.IsAvailable) {
temporary.AddItem (item);
return true;
}
}
}
if (emptySlots > 0) {
PlaceEmpty (item);
}
}
return false;
}
private bool PlaceEmpty(Item item){
if (emptySlots > 0) {
foreach (GameObject slot in allslots) {
Slot temporary = slot.GetComponent<Slot> ();
if (temporary.IsEmpty) {
temporary.AddItem (item);
emptySlots--;
return true;
}
}
}
return false;
}
public void MoveItem(GameObject clicked){
if (from == null) {
if (!clicked.GetComponent<Slot> ().IsEmpty) {
from = clicked.GetComponent<Slot> ();
from.GetComponent<Image> ().color = Color.gray;
hoverObject = (GameObject)Instantiate (iconPrefab);
hoverObject.GetComponent<Image> ().sprite = clicked.GetComponent<Image> ().sprite;
hoverObject.name = "Hover";
RectTransform hoverTransform = hoverObject.GetComponent<RectTransform> ();
RectTransform clickedTransform = clicked.GetComponent<RectTransform> ();
hoverTransform.SetSizeWithCurrentAnchors (RectTransform.Axis.Horizontal, clickedTransform.sizeDelta.x);
hoverTransform.SetSizeWithCurrentAnchors (RectTransform.Axis.Vertical, clickedTransform.sizeDelta.y);
hoverObject.transform.SetParent (GameObject.Find ("Canvas").transform, true);
hoverObject.transform.localScale = from.gameObject.transform.localScale;
}
}
else if (to = null) {
to = clicked.GetComponent<Slot> ();
Destroy (GameObject.Find ("Hover"));
}
if (to != null && from != null) {
Stack<Item> tmpTo = new Stack<Item> (to.Items);
to.AddItems (from.Items);
if (tmpTo.Count == 0) {
from.ClearSlot ();
}
else {
from.AddItems (tmpTo);
}
from.GetComponent<Image> ().color = Color.white;
to = null;
from = null;
hoverObject = null;
}
}
}
The method which is causing the problem is the MoveItem() sadly it is not a nullreference or nullpointer and I simply am out of ideas been strugling with it for a couple of days... Any advice on how to fix this would be helpfull and much welcomed indeed. Thanks in advance!
I haven't taken a long look at your code but right away I saw this issue:
else if (to = null) {
to = clicked.GetComponent<Slot> ();
Destroy (GameObject.Find ("Hover"));
}
This is causing the end location to be set to null. To fix this, change to double equals like so:
else if (to == null) {
to = clicked.GetComponent<Slot> ();
Destroy (GameObject.Find ("Hover"));
}
If this does not solve your problem, let me know and I'll look at your code harder.

How do i limit the amount of objects are instantiated?

I've looked through the code and tried different approaches multiple times, but i just can't seem to get it to work.
It works properly twice, then its stops working properly the third time.
I want 1 object to be instantiated each time, but instead on the third time it spawns 30, which is bad.
I want it to spawn 1 object each time.
So i used this script.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Attack : MonoBehaviour {
public Transform playerPos = null;
private float playerDist;
private GameObject projectileEnemyClone;
public GameObject projectileEnemyPrefab;
private float kickBack = 10;
private Rigidbody rb;
private int bulletCount = 0;
private bool canshoot = true;
void Start()
{
rb = GetComponent<Rigidbody>();
}
private void Shoot()
{
if (canshoot == true)
{
projectileEnemyClone = Instantiate(projectileEnemyPrefab, transform.position, Quaternion.identity) as GameObject;
canshoot = false;
}
}
private void Respawn()
{
canshoot = true; ;
}
private void ShootLeft()
{
Shoot();
projectileEnemyClone.transform.position = new Vector3(transform.position.x - 1, transform.position.y, transform.position.z);
projectileEnemyClone.GetComponent<Rigidbody>().AddForce(transform.right * -10);
kickBack *= -1;
rb.AddForce(transform.right * kickBack);
Destroy(projectileEnemyClone, 1);
if (!canshoot)
{
Invoke("Respawn", 2);
}
}
private void ShootRight()
{
Shoot();
projectileEnemyClone.transform.position = new Vector3(transform.position.x + 1, transform.position.y, transform.position.z);
projectileEnemyClone.GetComponent<Rigidbody>().AddForce(transform.right * 10);
rb.AddForce(transform.right * kickBack);
Destroy(projectileEnemyClone, 1);
Invoke("Respawn", 2);
}
void Update () {
playerDist = playerPos.position.x - transform.position.x;
if (playerDist <= (3) && playerDist >= (-3))
{
if (playerDist < (0))
{
Invoke("ShootLeft", 1);
}
else
{
Invoke("ShootRight", 1);
}
}
}
}
Don't use Invoke(), you should create a timer that controls your Shoot() function.
float shootCooldown = 0.1f;
float shootTimer = 0;
bool justShot = false;
void Update()
{
if(!canShoot)
{
shootTimer += Time.deltaTime;
if(shootTimer >= shootCooldown)
{
shootTimer = 0;
canShoot = true;
}
}
}
void Shoot()
{
if(canShoot)
{
Shoot();
canShoot = false;
}
}

Unity player freezing due to script but without error

My unity player keeps on freezing after a while, I know what script is causing it (if it is indeed a script that is causing it). since there's only one script I've edited when it started freezing. But I can't figure out WHY it is freezing!
Here is the script that is causing it:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class GameManager : MonoBehaviour {
//public GameObject allPlayersPrefab;
public GameObject allPlayers;
public Transform playerRed;
public Transform playerGreen;
//public Transform playerPurple;
//public Transform playerYellow;
//Tail redTail;
//Tail greenTail;
//Tail purpleTail;
//Tail yellowTail;
public float secondsBetweenGaps = 2f;
public float secondsToGap = .25f;
public float snakeSpeed = 3f;
public float turnSpeed = 200f;
public int biggerPickupDuration = 3;
public int smallerPickupDuration = 3;
public int speedPickupDuration = 2;
public int invinciblePickupDuration = 3;
public int maxPickups = 3;
public int spawnPickupThreshold = 5;
private GameObject[] currPickups;
public GameObject[] pickupTypes;
public Transform pickupsParent;
public int players = 2;
[HideInInspector]
public int alive;
public bool enableKeys = false;
public GameObject prefabTail;
public GameObject settingsMenu;
public GameObject startingPanel;
public Text scoreText;
public Text radiusText;
public Text speedText;
public Text winText;
private bool hasEnded = false;
[HideInInspector]
public bool playerWon = false;
public bool running;
public Snake[] snakes;
ButtonManager buttonManager;
Pickup[] pickups;
void Start() {
//InstantiateNewPlayers();
playerRed = allPlayers.transform.FindChild("Red");
playerGreen = allPlayers.transform.FindChild("Green");
snakes = allPlayers.GetComponentsInChildren<Snake>(true);
alive = players;
//redTail = playerRed.GetComponentInChildren<Tail>();
//greenTail = playerGreen.GetComponentInChildren<Tail>();
//purpleTail = playerPurple.GetComponentInChildren<Tail>();
//yellowTail = playerYellow.GetComponentInChildren<Tail>();
buttonManager = FindObjectOfType<ButtonManager>();
pickups = FindObjectsOfType<Pickup>();
playerRed.gameObject.SetActive(false);
playerGreen.gameObject.SetActive(false);
//playerPurple.gameObject.SetActive(false);
//playerYellow.gameObject.SetActive(false);
winText.enabled = false;
foreach(Snake snake in snakes) {
snake.scoreText.enabled = false;
}
}
void Update() {
if(Input.GetKey(KeyCode.Escape)) {
foreach(Snake snake in snakes) {
snake.score = 0;
snake.scoreText.text = "0";
}
buttonManager.anima.Play("BackToSettings");
playerWon = true;
ResetGame();
buttonManager.restartButt.gameObject.SetActive(false);
buttonManager.StopAllCoroutines();
buttonManager.countDownText.enabled = false;
winText.enabled = false;
foreach(Snake snake in snakes) {
snake.scoreText.enabled = false;
}
}
if(alive == 1 && !hasEnded) {
Transform lastPlayer;
foreach(Snake child in snakes) {
if(!child.dead) {
lastPlayer = child.transform.parent;
if(child.score >= int.Parse(scoreText.text)) {
Win(lastPlayer.name);
AllPlayersDead();
} else
AllPlayersDead();
break;
}
}
}
if(alive == 0) {
if(hasEnded)
return;
buttonManager.restartButt.gameObject.SetActive(true);
hasEnded = true;
running = false;
}
foreach(Snake child in snakes) {
if(child.score >= int.Parse(scoreText.text)) {
AllPlayersDead();
Win(child.transform.parent.name);
}
}
}
public void AllPlayersDead() {
if(hasEnded)
return;
buttonManager.restartButt.gameObject.SetActive(true);
hasEnded = true;
running = false;
}
void Win(string winningPlayer) {
foreach(Snake snake in snakes) {
snake.score = 0;
snake.scoreText.text = "0";
}
Debug.Log("Win got called");
winText.gameObject.SetActive(true);
winText.enabled = true;
winText.text = winningPlayer + " wins!";
playerWon = true;
running = false;
}
public void PlayerDied() {
foreach(Snake child in snakes) {
if(!child.dead) {
child.score += 1;
}
}
}
public IEnumerator SpawnPickups() {
while(enabled) {
Debug.Log("SpawnPickups running...");
if(running) {
if(pickupsParent.childCount < maxPickups) {
int type = Random.Range(0, pickupTypes.Length);
float X = Random.Range(-7f, 7f);
float Y = Random.Range(-3f, 3f);
Vector3 spawnPos = new Vector3(X, Y, 0);
/*GameObject newPickup = */Instantiate(pickupTypes[type], spawnPos, Quaternion.Euler(0, 0, 0), pickupsParent);
Debug.Log("SpawnPickups instantiated new pickup...");
yield return new WaitForSeconds(spawnPickupThreshold);
}
}
}
}
public void ResetGame() {
Debug.Log("Resetting everything...");
for(int i = 0; i < players; i++) {
Transform currPlayer = allPlayers.transform.GetChild(i);
currPlayer.GetComponentInChildren<Tail>().points.Clear();
currPlayer.GetComponentInChildren<Snake>().dead = false;
currPlayer.GetComponentInChildren<Snake>().invincible = false;
currPlayer.GetComponentInChildren<Snake>().posInformer.position = new Vector3(-20, 0, 0);
if(playerWon) {
currPlayer.GetComponentInChildren<Snake>().score = 0;
playerWon = false;
}
//currPlayer.GetComponentInChildren<LineRenderer>().positionCount = 0;
currPlayer.GetComponentInChildren<LineRenderer>().numPositions = 0;
List<Vector2> list = new List<Vector2>();
list.Add(new Vector2(0, 5));
list.Add(new Vector2(0, 6));
StopAllCoroutines();
for(int i2 = 0; i2 < pickups.Length; i2++) {
pickups[i2].StopAllCoroutines();
}
foreach(Transform pickup in pickupsParent) {
Destroy(pickup.gameObject);
}
currPlayer.GetComponentInChildren<EdgeCollider2D>().points = list.ToArray();
foreach(Transform child in currPlayer) {
if(child.CompareTag("PrefabTail")) {
Destroy(child.gameObject);
}
}
currPlayer.gameObject.SetActive(false);
currPlayer.GetComponentInChildren<Tail>().enabled = true;
Destroy(GameObject.FindWithTag("PrefabTail"));
turnSpeed = int.Parse(radiusText.text) * 10;
snakeSpeed = float.Parse(speedText.text);
alive = players;
hasEnded = false;
running = false;
}
Debug.Log("Resetting done.");
}
}
I do have a small suspection that the freezing has something to do with the SpawnPickups method and/or the part where it destroys the pickups in the ResetGame method.
Thanks!
Your method SpawnPickups is doing this.
When you call this coroutine, and enable is true and running is false, you never reach a "yield" instruction, so your while(enabled) is indeed a while(true)
Coroutines are not threads, they run on the main thread and if you block a coroutine like this one, you are blocking the game.
public IEnumerator SpawnPickups() {
while(enabled) {
Debug.Log("SpawnPickups running...");
if(running) {
if(pickupsParent.childCount < maxPickups) {
int type = Random.Range(0, pickupTypes.Length);
float X = Random.Range(-7f, 7f);
float Y = Random.Range(-3f, 3f);
Vector3 spawnPos = new Vector3(X, Y, 0);
/*GameObject newPickup = */Instantiate(pickupTypes[type], spawnPos, Quaternion.Euler(0, 0, 0), pickupsParent);
Debug.Log("SpawnPickups instantiated new pickup...");
yield return new WaitForSeconds(spawnPickupThreshold);
}
//Here you need some yield in case running is true but you reached maxPickups (this one is not necessary if you put the next one)
}
//Here you need some yield in case running is false
//yield return null; //this should be enough to prevent your game from freezing
}
}