Unity Question: How to make all positions (with array) initialized? - unity3d

I'm the beginner of game coding, and meet some problem...
I would like to make coin stack and then click the coin all the coin would become small and fly to dedicate position, however, the coin position wasn't initialized which causes the Vector3 of coin move up 0.1f every time...
Please help me to solve it!
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Networking;
public class createcoin : MonoBehaviour
{ public Transform RightCoinArea;
public Transform LeftCoinArea;
public Sprite sprite1;
List<Vector3> rightcoinpos = new List<Vector3>();
List<Vector3> leftcoinpos = new List<Vector3>();
public Vector3 [] rightpos= new Vector3 [6] ;
public Vector3[] leftpos = new Vector3[6];
// Start is called before the first frame update
void Start()
{
rightcoinpos.Add(rightpos);
leftcoinpos.Add(leftpos);
}
//create coin
public async void coincreate()
{
//coin stack random
for (float i = 0; i <= 0.1f; i += 0.1f)
{
var coin8 = await PoolSystem.Instance.GetGameObject(eBundle.Game, "Flycoin",
rightcoinpos[Random.Range(0, rightcoinpos.Count)] += Vector3.up * i, new Vector3(0.4f, 0.4f, 04f), sFileExtension.Prefab, RightCoinArea);
//to initialize sprite
coin8.GetComponent<SpriteRenderer>().sprite = sprite1;
}
//coin stack random
for (float i = 0; i < 0.2f; i += 0.1f)
{
var coin9 = await PoolSystem.Instance.GetGameObject(eBundle.Game, "Flycoin", leftcoinpos[Random.Range(0, leftcoinpos.Count)] += Vector3.up * i, new Vector3(0.4f, 0.4f, 04f), sFileExtension.Prefab, LeftCoinArea);
//to initialize sprite
coin9.GetComponent<SpriteRenderer>().sprite = sprite1;
}
}
public void Moveout()
{
//gameobject back to the objectpool
if (RightCoinArea.gameObject.transform.localScale == new Vector3(0, 0, 0))
{
PoolSystem.Instance.Recover(RightCoinArea.gameObject);
}
if (LeftCoinArea.gameObject.transform.localScale == new Vector3(0, 0, 0))
{
PoolSystem.Instance.Recover(LeftCoinArea.gameObject);
}
//delete all the position in List
rightcoinpos.Clear();
leftcoinpos.Clear();
//to initialize the position
Vector3 tempos_R = rightpos;
Vector3 tempos_L = leftpos;
rightcoinpos.Add(rightpos);
leftcoinpos.Add(leftpos);
}
public void click()
{
coin_test.GetComponent<SpriteRenderer>().sprite = sprite2_test;
//coin fly to end dedicate pos
DOTween.To(setter: value =>
{
coin_test.position = Parabola(start_test.position, new Vector3(0, 4.5f, 0), 1.5f, value);
}, startValue: 0, endValue: 1, duration: 1.5f)
.SetEase(Ease.Linear);
//change coin scale
transform.DOScale(0.0f, 2.0f).OnComplete(Moveout);
}
//Parabola
public static Vector3 Parabola(Vector3 start, Vector3 end, float height, float t)
{
float Func(float x) => 0.5f * (-height * x * x + height * x);
var mid = Vector3.Lerp(start, end, t);
return new Vector3(mid.x, Func(t) + Mathf.Lerp(start.y, end.y, t), mid.z);
}
}

Related

Mesh is getting black on change

I have written a small code, which is mooving vertices down on mouse click. The problem is in that mesh on change is getting black (only in some places).
Here's the code
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MinerScript : MonoBehaviour
{
public MeshFilter filter;
public MeshCollider col;
public GameObject Player;
public float mineSpeed = 200;
Mesh mesh;
Vector3[] vertices;
void Update()
{
filter = transform.parent.GetComponent<PlayerGravity>().mesh;
mesh = filter.GetComponent<MeshFilter>().sharedMesh;
vertices = mesh.vertices;
Ray ray = new Ray(transform.position, transform.forward * 2);
if (Physics.Raycast(ray))
{
if (Input.GetMouseButton(1))
{
int index = Mathf.RoundToInt(ClosestIndexToPoint(ray));
vertices[index] += (-Player.transform.eulerAngles) * Time.deltaTime * mineSpeed;
mesh.vertices = vertices;
mesh.RecalculateBounds();
mesh.RecalculateNormals();
Color[] colors = new Color[mesh.vertices.Length];
colors[index] = Color.red;
mesh.SetColors(colors);
//col.sharedMesh = mesh;
}
}
}
public float ClosestIndexToPoint(Ray ray)
{
if (Physics.Raycast(ray, out RaycastHit hit))
{
Mesh m = hit.transform.GetComponent<MeshFilter>().sharedMesh;
col = hit.transform.GetComponent<MeshCollider>();
int[] tri = new int[3] {
m.triangles[hit.triangleIndex * 3 + 0],
m.triangles[hit.triangleIndex * 3 + 1],
m.triangles[hit.triangleIndex * 3 + 2],
};
float closestDistance = Vector3.Distance(m.vertices[tri[0]], hit.point);
int closestVertexIndex = tri[0];
for (int i = 0; i < tri.Length; i++)
{
float dist = Vector3.Distance(m.vertices[tri[i]], hit.point);
if (dist < closestDistance)
{
closestDistance = dist;
closestVertexIndex = tri[i];
}
}
return closestVertexIndex;
}
else
return -1;
}
I don't think the problem is in color, as i've tried to apply the teture on it.
About code:
It throws a ray, and if it hits any mesh, it is calling func "ClosestIndexToPoint". It returns value of type float. This function gets the triangle a ray hits, and then finds the closest vertecs to it. Then it just mooves it down (or the rotation of our Player object, cause a have a non - flat mesh).

How to smothly move the character controller between x positions like in Subway Surfer in Unity?

I'm trying to replicate the movement from Subway Surfers in Unity but I can't achieve that.
The character is located in the position 0 in the x-axis and when the left button is pressed the player will subtract 3 from the current position, and if the right button is pressed the player will add 3 to the current position making him move between -3,0,3 in the x-axis and all of this keeping the y and z axes unchanged.
I've tried using both Lerp and Slerp but I just couldn't achieve what I wanted. I've come down to a broken code that also changes the y, z-axis what I don't want to do:
var currPos = transform.position;
var currPosX = currPos.x;
if (Input.GetKeyUp(KeyCode.A))
{
if (currPosX > -horizontalSteps)
{
var newPos = new Vector3(currPosX - horizontalSteps, currPos.y, currPos.z);
newPos = Vector3.Slerp(currPos, newPos, 3);
Controller.Move(newPos);
}
}
if (Input.GetKeyUp(KeyCode.D))
{
if (currPosX < horizontalSteps)
{
var newPos = new Vector3(currPosX + horizontalSteps, currPos.y, currPos.z);
newPos = Vector3.Slerp(currPos, newPos, 3);
Controller.Move(newPos);
}
}
there is a very simple way
the character have 3 states so let's say we have a state variable (-1 , 0 , 1) for left, mid, and right
, and init with 0
if the player press right state++, if press left state--
completed if statement
if(button.right && state < 1) state++; "move right script";
else if(button.left && state > -1) state-- "move left script";
well,
about moving
I prefer Vector3.MoveTowards()for smoothly moving and avoid issues
try this example
using UnityEngine;
using UnityEngine.UI;
public class movv : MonoBehaviour
{
public Button right;
public Button left;
public float speed;
private int state = 0;
void Start()
{
Button btn = right.GetComponent<Button>();
btn.onClick.AddListener(delegate { moveright(); });
Button btn2 = left.GetComponent<Button>();
btn2.onClick.AddListener(delegate { moveleft(); });
void moveright()
{
if (state < 1) state++;
}
void moveleft()
{
if(state > -1) state--;
}
}
void Update()
{
Vector3 x = new Vector3 (state * 3, transform.position.y, transform.position.z);
transform.position = Vector3.MoveTowards(transform.position, x, speed * Time.deltaTime);
}
}
that's a quick one...
Hint:
this code works when the character position on the x-axis equal to 0
if not,
this is a general example,
using UnityEngine;
using UnityEngine.UI;
public class movv : MonoBehaviour
{
public Button right;
public Button left;
public float speed;
private Vector3 x;
private int state = 0;
private int target = 0;
void Start()
{
x = transform.position;
Button btn = right.GetComponent<Button>();
btn.onClick.AddListener(delegate { moveright(); });
Button btn2 = left.GetComponent<Button>();
btn2.onClick.AddListener(delegate { moveleft(); });
void moveright()
{
if (state < 1)
{
target = 1;
x = new Vector3(transform.position.x + target * 3, transform.position.y, transform.position.z);
state++;
}
}
void moveleft()
{
if (state > -1)
{
target = -1;
x = new Vector3(transform.position.x + target * 3, transform.position.y, transform.position.z);
state--;
}
}
}
void Update()
{
transform.position = Vector3.MoveTowards(transform.position, x, speed * Time.deltaTime);
}
}

Smooth Player Ball Rolling - Unity 3D

I was trying to achieve this kind of player ball movement:
Catch Up (Ketchapp)
From my side I have tried and record a video of my current implementation:
CatchUpBallMovementDemo
Two kinds of problem, I was facing:
ball making so much jerk while moving on the plain track that I hope you have clearly noticed in my recorded video
when ball reach left or right edge and you try to swipe its making jerk again rather than remain restricted because clamping related code already added
I have just created a demo project so here I am providing the link for it so personally you can check and provide me a suggestion for making ball movement perfect.
Demo Project Source Link: CatchUpBallDemo
Demo Project SIZE 20MB
What at present making jerk in ball movement that I can't able to decide, whether its following camera jerk, whether ball not moving properly though I have created a plain track for checking purpose.
Ball Inspector Detail:
Complete code added within the working demo project. Share your suggestions with me to solve this.
Code Scripts:
BallController
[RequireComponent (typeof(Rigidbody))]
public class BallController : MonoBehaviour
{
//
private Rigidbody myRigidBody;
private bool isJumper;
private bool allowSpeedIncrease;
private BallInputHandler ballInputHandler;
private float speed;
private float speedMilestone;
private float jumpCounter;
private float scoreElapsedTime;
[SerializeField]
private bool isGrounded;
//
public float ballHorzRange;
public float ballStartSpeed;
public float ballTopSpeed;
public float smoothnessValue;
public float smoothnessX;
private void Awake ()
{
DoOnAwake ();
}
private void DoOnAwake ()
{
ballInputHandler = GetComponent<BallInputHandler> ();
myRigidBody = GetComponent<Rigidbody> ();
speed = ballStartSpeed;
speedMilestone = ballStartSpeed;
}
public void Start ()
{
DoOnStart ();
}
private void DoOnStart ()
{
// assinging player transform to camera to follow
Camera.main.GetComponent<CameraFollow> ().FollowPlayer (transform);
}
void Update ()
{
// slowly increase ball moving speed
if (allowSpeedIncrease) {
speed += Time.deltaTime;
if (speed >= speedMilestone) {
allowSpeedIncrease = false;
speed = speedMilestone;
}
}
}
void FixedUpdate ()
{
// do jumping
if (isJumper) {
jumpCounter++;
if (jumpCounter >= 3) {
isJumper = false;
jumpCounter = 0;
}
myRigidBody.AddForce (Vector3.up * 700f);
}
// applying continuous forward velocity
Vector3 nextVelocity = myRigidBody.velocity;
nextVelocity.x = ballInputHandler.horizontalInput * smoothnessX;
nextVelocity.z = speed;
if (isGrounded) {
nextVelocity.y = 0;
} else if (!isJumper) {
nextVelocity.y -= speed * 0.1f;
}
myRigidBody.velocity = nextVelocity.normalized * speed;
ClampingBallMovement ();
}
// ball horizontal movement limitation
private void ClampingBallMovement ()
{
Vector3 currRigidbodyPos = myRigidBody.position;
if (currRigidbodyPos.x <= -ballHorzRange || currRigidbodyPos.x >= ballHorzRange) {
currRigidbodyPos.x = Mathf.Clamp (currRigidbodyPos.x, -ballHorzRange, ballHorzRange);
myRigidBody.position = currRigidbodyPos;
}
}
void OnTriggerEnter (Collider other)
{
if (other.CompareTag (GameConstants.TAG_TRACK_SPAWNER)) {
GameController.Instance.SpawnPlateform ();
} else if (other.CompareTag (GameConstants.TAG_TRACK_DESTROYER)) {
Destroy (other.transform.parent.gameObject);
}
}
}
BallMeshRolling
public class BallMeshRolling : MonoBehaviour
{
private Vector3 ballLastPosition;
void Start ()
{
ballLastPosition = transform.parent.position;
}
void Update ()
{
// implementation-1
float speed = Vector3.Distance (transform.parent.position, ballLastPosition) * 30f;
transform.RotateAround (transform.position, Vector3.right, speed);
// float dragDifference = (transform.position.x - ballLastPosition.x) * 30f;
// transform.RotateAround (transform.position, Vector3.forward, dragDifference);
ballLastPosition = transform.parent.position;
}
}
CameraFollow
public class CameraFollow : MonoBehaviour
{
//
private Vector3 newPos;
private Vector3 initialPosition;
//
public Transform player;
public Vector3 offSet;
void Awake ()
{
initialPosition = transform.position;
}
void LateUpdate ()
{
if (!player)
return;
newPos = player.position + offSet;
newPos.x = ReMap (newPos.x);
newPos.y = Mathf.Clamp (newPos.y, initialPosition.y, initialPosition.y + 1f);
// transform.position = newPos;
transform.position = Vector3.Lerp (transform.position, newPos, 10f * Time.deltaTime);
}
public void FollowPlayer (Transform target)
{
player = target;
ResetCamera ();
}
public float ReMap (float value, float from1 = -4f, float to1 = 4f, float from2 = -2.5f, float to2 = 2.5f)
{
return (value - from1) / (to1 - from1) * (to2 - from2) + from2;
}
public void ResetCamera ()
{
transform.position = initialPosition;
}
}
I could solve the second problem by simply adding this to BallController.ClampingBallMovement():
private void ClampingBallMovement ()
{
Vector3 currRigidbodyPos = myRigidBody.position;
if (currRigidbodyPos.x <= -ballHorzRange || currRigidbodyPos.x >= ballHorzRange) {
currRigidbodyPos.x = Mathf.Clamp (currRigidbodyPos.x, -ballHorzRange, ballHorzRange);
myRigidBody.position = currRigidbodyPos;
}
// I ADDED THIS
// Clamp the velocity as well
if (currRigidbodyPos.x <= -ballHorzRange && myRigidBody.velocity.x < 0 || currRigidbodyPos.x >= ballHorzRange && myRigidBody.velocity.x > 0)
{
myRigidBody.velocity = new Vector3(0, myRigidBody.velocity.y, myRigidBody.velocity.z);
}
}
you clamped the position but did not clamp the velocity as well.
I could not reproduce the first jerking arround on my PC.

How to draw a line over a specific duration using Vectrosity [duplicate]

I created a diagonal line renderer by attaching the following script to an empty game object. How can I extend the line at both ends for a half its length and how can I also extend the line by say 1 unit along the x-axis? Both over a certain period of time.
public class DiagonalLine : MonoBehaviour {
bool firstLineComplete = false;
LineRenderer diagLine;
public Vector3 startPoint = new Vector3 (0, 0, 0);
public Vector3 endPoint = new Vector3 (1.0f, 1.0f, 0);
public float lineDrawSpeed;
// Use this for initialization
void Start () {
diagLine = gameObject.AddComponent<LineRenderer>();
diagLine.material = new Material (Shader.Find ("Sprites/Default"));
diagLine.startColor = diagLine.endColor = Color.green;
diagLine.startWidth = diagLine.endWidth = 0.15f;
diagLine.SetPosition (0, startPoint);
diagLine.SetPosition (1, endPoint);
}
}
This is basic vector math.
You have the line with (from end to start):
Vector3 v = start - end;
and then you extend on each side by half if it:
extensionA = start + (v * 0.5f);
extensionB = end + (v * -0.5f);
If you need to extend by 1 then normalize:
Vector3 v = (start - end).normalized;
extensionA = start + v;
extensionB = end + (v * -1f);
Break your problem into pieces:
1.Extend line by x units on both sides:
This is done with the Ray class. Create a new Ray instance from the startPoint and endPoint variables then use the Ray.GetPoint function to extend the line. You have to do this on both sides to get the new extended lines.
A simple wrapper for the Ray class to simplify this:
Vector3 extendLine(Vector3 startPoint, Vector3 endPoint, ExtendDirection extendDirection, float extendDistance)
{
Ray ray = new Ray();
//Start
if (extendDirection == ExtendDirection.START_POINT)
{
ray.origin = startPoint;
ray.direction = startPoint - endPoint;
}
//End
else if (extendDirection == ExtendDirection.END_POINT)
{
ray.origin = endPoint;
ray.direction = endPoint - startPoint;
}
//Extend
Vector3 newUnityPoint = ray.GetPoint(extendDistance);
//Debug.DrawLine(ray.origin, newUnityPoint, Color.blue);
return newUnityPoint;
}
public enum ExtendDirection
{
START_POINT, END_POINT
}
Extend to the Left end
Vector3 newStartPos = extendLine(startPoint, endPoint, ExtendDirection.START_POINT, 4);
diagLine.SetPosition(0, newStartPos);
Extend to the Right end
Vector3 newEndPos = extendLine(startPoint, endPoint, ExtendDirection.END_POINT, 4);
diagLine.SetPosition(1, newEndPos);
2.For animating/moving it over time, use coroutine and Time.deltaTime. Increment a variable with Time.deltaTime every frame to then use Vector3.Lerp to lerp the from and to value.
See this function for example.
With both combined, below is a complete function to extend both lines over time:
bool isRunning = false;
IEnumerator extentLineOverTime(LineRenderer targetLineRenderer, float extendDistance, float duration)
{
//Calculate Left from extension length
Vector3 fromValLeftPos = targetLineRenderer.GetPosition(0);
//Calculate Right from extension length
Vector3 fromValRightPos = targetLineRenderer.GetPosition(1);
//Calculate Left to extension length
Vector3 newLeftPos = extendLine(fromValLeftPos, fromValRightPos, ExtendDirection.START_POINT, extendDistance);
//Calculate Right to extension length
Vector3 newRightPos = extendLine(fromValLeftPos, fromValRightPos, ExtendDirection.END_POINT, extendDistance);
//Make sure there is only one instance of this function running
if (isRunning)
{
yield break; ///exit if this is still running
}
isRunning = true;
float counter = 0;
while (counter < duration)
{
counter += Time.deltaTime;
//Move to left overtime
Vector3 tempLeftPos = Vector3.Lerp(fromValLeftPos, newLeftPos, counter / duration);
targetLineRenderer.SetPosition(0, tempLeftPos);
//Move to Right overtime
Vector3 tempRightPos = Vector3.Lerp(fromValRightPos, newRightPos, counter / duration);
targetLineRenderer.SetPosition(1, tempRightPos);
yield return null;
}
isRunning = false;
}
USAGE:
LineRenderer diagLine;
public Vector3 startPoint = new Vector3(0, 0, 0);
public Vector3 endPoint = new Vector3(1.0f, 1.0f, 0);
// Use this for initialization
void Start()
{
diagLine = gameObject.AddComponent<LineRenderer>();
diagLine.material = new Material(Shader.Find("Sprites/Default"));
diagLine.startColor = diagLine.endColor = Color.green;
diagLine.startWidth = diagLine.endWidth = 0.15f;
diagLine.SetPosition(0, startPoint);
diagLine.SetPosition(1, endPoint);
//Extend Line Over time
StartCoroutine(extentLineOverTime(diagLine, 4, 3));
}
The StartCoroutine(extentLineOverTime(diagLine, 4, 3)); will extend the line 4 units away from both sides within 3 seconds.

Switching active states of two GameObjects in Unity3D

With Unity3D I am trying to create a scene with an alpha texture as a silhouette, which upon looking up is added, then looking down removes.
Currently I have the exposure of an equirectangular image changing on look up, but my silhouette object says I have not assigned it to an instance:
As you can see from the console, it is eventualy recognised, but I cannot set the active state. This is the current state of my code being applied to the scene:
using UnityEngine;
using System.Collections;
public class switchScript : MonoBehaviour {
public Cardboard cb;
public Renderer leftEyeDay;
public Renderer rightEyeDay;
private GameObject[] dayObjects;
public GameObject nightObject;
void Start () {
MeshFilter filter = GetComponent(typeof (MeshFilter)) as MeshFilter;
if (filter != null) {
Mesh mesh = filter.mesh;
Vector3[] normals = mesh.normals;
for (int i=0;i<normals.Length;i++)
normals[i] = -normals[i];
mesh.normals = normals;
for (int m=0;m<mesh.subMeshCount;m++)
{
int[] triangles = mesh.GetTriangles(m);
for (int i=0;i<triangles.Length;i+=3)
{
int temp = triangles[i + 0];
triangles[i + 0] = triangles[i + 1];
triangles[i + 1] = temp;
}
mesh.SetTriangles(triangles, m);
}
}
}
// Update is called once per frame
void Update () {
float xAngle = cb.HeadPose.Orientation.eulerAngles.x;
if (isLookingUp (xAngle)) {
var exposureValue = getExposureValue (xAngle);
leftEyeDay.material.SetFloat ("_Exposure", exposureValue);
rightEyeDay.material.SetFloat ("_Exposure", exposureValue);
toggleNight ();
} else {
leftEyeDay.material.SetFloat ("_Exposure", 1F);
rightEyeDay.material.SetFloat ("_Exposure", 1F);
toggleNight ();
}
}
public bool isLookingUp (float xAngle) {
return xAngle > 270 && xAngle < 340;
}
public float getExposureValue (float xAngle) {
var _xAngle = Mathf.Clamp (xAngle, 320, 340);
return ScaleValue (320.0F, 340.0F, 0.3F, 1.0F, _xAngle);
}
public float ScaleValue (float from1, float to1, float from2, float to2, float v) {
return from2 + (v - from1) * (to2 - from2) / (to1 - from1);
}
void toggleDay() {
print (nightObject);
nightObject = GameObject.FindGameObjectWithTag ("Night");
nightObject.SetActive (false);
}
void toggleNight() {
print (nightObject);
nightObject = GameObject.FindGameObjectWithTag ("Night");
nightObject.SetActive (true);
}
}
GameObject.FindGameObjectWithTag ("Night") returns null when the whole object is set to !active. Just toggle the scripts on that object instead of the whole GO.
Ok, if anyone needs this, this is an easy way to create scene switch:
void Awake() {
silhouetteObject = GameObject.FindGameObjectWithTag ("Night");
silhouetteObject.GetComponent<Renderer>().enabled = false;
}