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);
Related
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.
Here I share my AiPathfinding script. I want my AI walks to a destination (target) when game starts. however, when AI collide an certain object (finding with tag="bullet") then I want to set new destination. Although code does not give error, when playing AI goes to first destination then stops there even though it collides with certain object on the way.
Can someone have a look please?
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Pathfinding;
public class AIPathfinding : MonoBehaviour
{
[SerializeField] public Transform target;
[SerializeField] public Transform target2;
[SerializeField] public float speed = 200f;
[SerializeField] public float nextWayPointDistance = 3f;
[SerializeField] Path path;
[SerializeField] int currentWaypoint = 0;
[SerializeField] bool reachedEndOfPath = false;
[SerializeField] Seeker seeker;
[SerializeField] Rigidbody2D rb;
// Start is called before the first frame update
void Start()
{
seeker = GetComponent<Seeker>();
rb = GetComponent<Rigidbody2D>();
InvokeRepeating("UpdatePath", 0f, 0.5f);
}
private void OnTriggerEnter2D(Collider2D collision)
{
if (collision.gameObject.tag == "bullet")
{
UpdatePath(target2);
}
}
public void UpdatePath(Transform target2)
{
if (seeker.IsDone())
{
seeker.StartPath(rb.position, target.position, OnPathComplete);
}
}
void OnPathComplete(Path p)
{
if (!p.error)
{
path = p;
currentWaypoint = 0;
}
}
void Update()
{
if (path == null)
{
return;
}
if (currentWaypoint >= path.vectorPath.Count)
{
reachedEndOfPath = true;
return;
}
else
{
reachedEndOfPath = false;
}
Vector2 direction = ((Vector2)path.vectorPath[currentWaypoint] - rb.position).normalized;
Vector2 force = direction * speed * Time.deltaTime;
rb.AddForce(force);
float distance = Vector2.Distance(rb.position, path.vectorPath[currentWaypoint]);
if (distance < nextWayPointDistance)
{
currentWaypoint++;
}
}
}
My guess is that you never stopped the Coroutine InvokeRepeating("UpdatePath", 0f, 0.5f). So do call CancelInvoke() when the bullet hits and change the target of the seeker (Start InvokeRepeating(...) again).
I assume NavMeshAgent.SetDestination(Vector3 position) is called in the function seeker.SetTarget(). And somehow Path gets calculated and set.
You could also just move the body of Update Path into the Update function or call it from there. Nevermind the Interval. Or do call it in your custom interval. Just calculate the next time you want to call it so if the nextUpdatePathTime (Time.time plus your cooldown) is smaller than Time.time then call it and calculate the next nextUpdatePathTime.
I'm a Unity novice and I'm creating a small 2D shooting game on a school project and I already managed to have a functional shooting system in the main character that even bounces off some objects using Unity Physics.
I now wanted to integrate an aim line that will predict the trajectory of the bullet, including the bounces on objects (bubble-shooter style).
I found a script that uses Raycast and Line Renderer and it supposedly does this and I tried to integrate it into my gun script but although it does not give any error, it simply does not show anything when I test the game. I do not know if the problem is in the settings that I put in the Line Renderer Component or it is in the Script.
Could someone help me understand where my error is and point the right way?
My goal is:
My Line Renderer Component Definitions:
My Weapon Script:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[RequireComponent(typeof(LineRenderer))]
public class Weapon : MonoBehaviour
{
[Range(1, 5)]
[SerializeField] private int _maxIterations = 3;
[SerializeField] private float _maxDistance = 10f;
public int _count;
public LineRenderer _line;
public Transform Firepoint;
public GameObject BulletPrefab;
public GameObject FirePrefab;
void Start()
{
_line = GetComponent<LineRenderer>();
}
// Update is called once per frame
void Update()
{
if (Input.GetButtonDown("Fire1"))
{
Shoot();
}
_count = 0;
_line.SetVertexCount(1);
_line.SetPosition(0, transform.position);
_line.enabled = RayCast(new Ray(transform.position, transform.forward));
}
void Shoot()
{
//shooting logic
var destroyBullet = Instantiate(BulletPrefab, Firepoint.position, Firepoint.rotation);
Destroy(destroyBullet, 10f);
var destroyFire = Instantiate(FirePrefab, Firepoint.position, Firepoint.rotation);
Destroy(destroyFire, 0.3f);
}
private bool RayCast(Ray ray)
{
RaycastHit hit;
if (Physics.Raycast(ray, out hit, _maxDistance) && _count <= _maxIterations - 1)
{
_count++;
var reflectAngle = Vector3.Reflect(ray.direction, hit.normal);
_line.SetVertexCount(_count + 1);
_line.SetPosition(_count, hit.point);
RayCast(new Ray(hit.point, reflectAngle));
return true;
}
_line.SetVertexCount(_count + 2);
_line.SetPosition(_count + 1, ray.GetPoint(_maxDistance));
return false;
}
}
Unity has two physics engines one for 2D and one for 3D. The script you provided relies on the 3D physics engine and won't work for 2D colliders. I edited your script to function with 2D colliders.
Either way make sure that all your game objects use the same physics system. Also the original script only shows the line renderer if it hits something. Best of luck!
using UnityEngine;
[RequireComponent(typeof(LineRenderer))]
public class Weapon : MonoBehaviour
{
[Range(1, 5)]
[SerializeField] private int _maxIterations = 3;
[SerializeField] private float _maxDistance = 10f;
public int _count;
public LineRenderer _line;
public Transform Firepoint;
public GameObject BulletPrefab;
public GameObject FirePrefab;
private void Start()
{
_line = GetComponent<LineRenderer>();
}
// Update is called once per frame
private void Update()
{
if (Input.GetButtonDown("Fire1"))
{
Shoot();
}
_count = 0;
_line.SetVertexCount(1);
_line.SetPosition(0, transform.position);
_line.enabled = true;
RayCast(transform.position, transform.up);
}
private void Shoot()
{
//shooting logic
var destroyBullet = Instantiate(BulletPrefab, Firepoint.position, Firepoint.rotation);
Destroy(destroyBullet, 10f);
var destroyFire = Instantiate(FirePrefab, Firepoint.position, Firepoint.rotation);
Destroy(destroyFire, 0.3f);
}
private bool RayCast(Vector2 position, Vector2 direction)
{
RaycastHit2D hit = Physics2D.Raycast(position, direction, _maxDistance);
if (hit && _count <= _maxIterations - 1)
{
_count++;
var reflectAngle = Vector2.Reflect(direction, hit.normal);
_line.SetVertexCount(_count + 1);
_line.SetPosition(_count, hit.point);
RayCast(hit.point + reflectAngle, reflectAngle);
return true;
}
if (hit == false)
{
_line.SetVertexCount(_count + 2);
_line.SetPosition(_count + 1, position + direction * _maxDistance);
}
return false;
}
}
Well, I changed on the physics material of the bullet, the Friction to 0 and Bounciness to 1. Also on the rigidbody2D the linear drag, angular drag and gravity scale all to 0. Although it is not a perfect rebound it was very close to what I intend for the game. Thank you! Check it out: Game Gif
Only negative thing is that my bullet is not turning in the direction of the movement after the rebound. I tried to use transform.LookAt but didn`t work. This is my bullet script:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Bullet : MonoBehaviour
{
public float speed = 20f;
public Rigidbody2D myRigidbody;
// Start is called before the first frame update
void Start()
{
this.myRigidbody = this.GetComponent<Rigidbody2D>();
this.myRigidbody.velocity = transform.right * speed;
transform.LookAt(transform.position + this.myRigidbody.velocity);
}
}
But now i have this error: Error CS0034 Operator '+' is ambiguous on operands of type 'Vector3' and 'Vector2'
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
i have a turret,as a game object when a enemy enters it's collison box,the turret starts firing towards it,the logic is when the enemy exits the collider,it should stop its firing ,and other problem is that when again an enemy enters the collison box i.e the second enemy,it gives me an exception ,"MissingReferenceException :the object of type 'transform' has been destroyed but you are still trying to access it.Your script should eihter be check if it is null or you should not destroy it",but i am checking if the list in not null in my code.here is my code
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class TurretScript : MonoBehaviour {
public float shotInterval = 0.2f; // interval between shots
public GameObject bulletPrefab; // drag the bullet prefab here
public float bulletSpeed;
private float shootTime = 0.0f;
private List<Transform> targets;
private Transform selectedTarget;
private Transform myTransform;
private Transform bulletSpawn;
void Start(){
targets = new List<Transform>();
selectedTarget = null;
myTransform = transform;
bulletSpawn = transform.Find ("bulletSpawn"); // only works if bulletSpawn is a turret child!
}
void OnTriggerEnter2D(Collider2D other){
if (other.tag == "enemy"){ // only enemies are added to the target list!
targets.Add(other.transform);
}
}
void OnTriggerExit2D(Collider2D other){
if (other.tag == "enemy"){
targets.Remove(other.transform);
Debug.Log("gone out");
}
}
void TargetEnemy(){
if (selectedTarget == null){ // if target destroyed or not selected yet...
SortTargetsByDistance(); // select the closest one
if (targets.Count > 0) selectedTarget = targets[0];
}
}
void SortTargetsByDistance(){
targets.Sort(delegate(Transform t1, Transform t2){
return Vector3.Distance(t1.position, myTransform.position).CompareTo(Vector3.Distance(t2.position, myTransform.position));
});
}
void Update(){
TargetEnemy(); // update the selected target and look at it
if (selectedTarget)
{
// if there's any target in the range...
Vector3 dir = selectedTarget.position - transform.position;
float angle = Mathf.Atan2(dir.y,dir.x) * Mathf.Rad2Deg;
transform.rotation = Quaternion.AngleAxis(angle, Vector3.forward);// aim at it
if (Time.time >= shootTime){// if it's time to shoot...
// shoot in the target direction
Vector3 lookPos = new Vector3(bulletSpawn.position.x,bulletSpawn.position.y,0);
lookPos = lookPos - transform.position;
float ang = Mathf.Atan2(lookPos.y,lookPos.x)*Mathf.Rad2Deg;
GameObject b1 = Instantiate(bulletPrefab,new Vector3(transform.position.x,transform.position.y,5),transform.rotation)as GameObject;
b1.rigidbody2D.velocity = new Vector3(Mathf.Cos(ang*Mathf.Deg2Rad),Mathf.Sin(ang*Mathf.Deg2Rad),0)*bulletSpeed;
shootTime = Time.time + shotInterval; // set time for next shot
}
}
}
}
here is my enemy script
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class EnemyScript : MonoBehaviour {
public Transform target;
public float speed = 2f;
public int Health;
public float GetHealth()
{
return Health;
}
void Update ()
{
transform.position = Vector2.MoveTowards(transform.position, target.position, speed * Time.deltaTime);
}
void TakeDamage(int damage){
Health -= damage;
if (Health <= 0)
Destroy(gameObject);
}
void OnTriggerEnter2D(Collider2D otherCollider)
{
PlayerControl shot = otherCollider.gameObject.GetComponent<PlayerControl>();
if (shot != null)
{
SpecialEffectsHelper.Instance.Explosion(transform.position);
Destroy(shot.gameObject);
}
}
}
you need to check if the selected target is the target leaving the collider. You remove the target from the targets list but the selectedTarget var is still populated.
For the null ref exception. Are you using Destroy() to kill the target? Destroy() doesn't cause an OnTriggerExit() or OnCollisionExit() event call, the object is just gone.
edit: you can get around the lack of a call by adding an OnDestroy() function to the dying object that sets it's position to something well outside the level/view of the player. This way the target leaves the collider and then disappears rather than just disappearing in place.