OverlapBoxAll 2d dont detect anything - unity3d

This script should detect the collision with the colliders of the Hurtbox layer (using OverlapBoxAll)but it does not work I have the matrix layer configured well and the variables assigned in the inspector so I do not know what my error is.
pd: The collision ocurs in HitboxUpdate method
My collision layer matrix 2d:
https://answers.unity.com/storage/temp/173342-sin-titulo.png
The scene and hierarchy:
https://answers.unity.com/storage/temp/173344-scene.png
The script:
public string owner = "-1";
public Vector3 boxSize;
public Vector3 position;
public Quaternion rotation;
public LayerMask mask;
public bool useSphere = false;
public float radius = 0.5f;
public Color inactiveColor;
public Color collisionOpenColor;
public Color collidingColor;
private ColliderState _state;
// ignoreList = ds_List_create()
public float hitStun = 60;
private IHitboxResponder _responder = null;
// Update is called once per frame
void Update()
{
HitboxUpdate();
}
public void StartCheckingCollision()
{
_state = ColliderState.Open;
}
public void StopCheckingCollision()
{
_state = ColliderState.Closed;
}
void OnDrawGizmos()
{
// Draw a yellow sphere at the transform's position
Debug.Log("draw hitbox gizmos");
CheckGizmoColor();
Gizmos.matrix = Matrix4x4.TRS(transform.position, transform.rotation, transform.localScale);
if (useSphere)
{
Gizmos.DrawSphere(Vector3.zero, radius); }
else
{
Gizmos.DrawCube(position, new Vector3(boxSize.x * 2, boxSize.y * 2, boxSize.z * 2));
}
}
private void CheckGizmoColor()
{
switch (_state)
{
case ColliderState.Closed:
Gizmos.color = inactiveColor;
Debug.Log("Closed");
break;
case ColliderState.Open:
Gizmos.color = collisionOpenColor;
Debug.Log("Open");
break;
case ColliderState.Colliding:
Gizmos.color = collidingColor;
Debug.Log("colliding");
break;
}
}
public void HitboxUpdate()
{
StartCheckingCollision();
if (_state == ColliderState.Closed)
{
Debug.Log("Collider cloded");
return;
}
Debug.Log("Collider open hit");
Collider2D[] colliders = Physics2D.OverlapBoxAll(position, boxSize, transform.eulerAngles.z ,mask);
if (colliders.Length > 0)
{
_state = ColliderState.Colliding;
Debug.Log("We hit something hitbox");
}
if (colliders.Length > 0)
{
for (int i = 0; i < colliders.Length; i++)
{
if (colliders[i].gameObject.GetComponent<Hurtbox>() != null)
{
if (colliders[i].gameObject.GetComponent<Hurtbox>().owner == owner)
{
Debug.Log("collider skiped");
colliders = colliders.Skip(i).ToArray();
}
}
Debug.Log("Hit " + colliders[i].gameObject.name);
}
}
for (int i = 0; i < colliders.Length; i++)
{
Collider2D aCollider = colliders[i];
Debug.Log("Works");
_responder?.CollisionedWith(aCollider);
}
_state = colliders.Length > 0 ? ColliderState.Colliding : ColliderState.Open;
}
public void UseResponder(IHitboxResponder responder)
{
_responder = responder;
}
}
public enum ColliderState
{
Closed,
Open,
Colliding
}

Change
Collider2D[] colliders = Physics2D.OverlapBoxAll(position, boxSize, transform.eulerAngles.z ,mask);
to
Collider2D[] colliders = Physics2D.OverlapBoxAll(position, boxSize ,mask);

Related

Creating top down 2D whip mechanic

What Whip should look like
I'm trying to create a whip that can extend in any direction the mouse is facing after pressing a certain button. If there are "grabbable" objects in the way such as an enemy or box, it should latch onto those objects and pull them around to collide with other objects for a certain amount of time.
I know that I need the different sprite shots of the whip extending and latching for animation, but I have no idea how to implement this in code and how to get the whip to stop short if it detects a "grabbable" object.
Attach this script to your player, this should get the job done:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Player : MonoBehaviour
{
public Transform player = null;
public float speed = 30f;
public string grabbableTag = "grabbable";
private LineRenderer line = null;
private float timer = 0f;
private bool grabbing = false;
private bool reached = false;
private Vector2 from = Vector2.zero;
private Vector2 to = Vector2.zero;
private Vector2 target = Vector2.zero;
private Transform grabbable = null;
private void Start()
{
player = transform;
line = new GameObject("Line").AddComponent<LineRenderer>();
line.startColor = Color.red;
line.endColor = Color.red;
// Assign a material
line.gameObject.SetActive(false);
reached = false;
grabbing = false;
}
private void Update()
{
if(grabbing)
{
Grabbing();
}
else
{
if (Input.GetMouseButtonDown(0))
{
Grab();
}
}
}
private void Grab()
{
Vector3 mousePosition = Input.mousePosition;
mousePosition.z = Vector3.Distance(player.position, Camera.main.transform.position);
to = Camera.main.ScreenToWorldPoint(mousePosition);
from = player.position;
Vector2 direction = (to - from).normalized;
float distance = Vector2.Distance(from, to);
RaycastHit2D[] hits = Physics2D.RaycastAll(from, direction, distance);
grabbable = null;
for (int i = 0; i < hits.Length; i++)
{
if (hits[i].transform.tag == grabbableTag)
{
grabbable = hits[i].transform;
break;
}
}
if (grabbable != null)
{
distance = Vector2.Distance(player.position, grabbable.position);
to = from + direction * distance;
}
grabbing = true;
reached = false;
target = from;
timer = 0;
line.gameObject.SetActive(true);
line.positionCount = 2;
line.SetPosition(0, from);
line.SetPosition(1, from);
}
private void Grabbing()
{
if (reached)
{
target = Vector2.Lerp(target, from, speed * Time.deltaTime);
if (target == from)
{
GrabDone(grabbable);
grabbing = false;
line.gameObject.SetActive(false);
}
}
else
{
target = Vector2.Lerp(target, to, speed * Time.deltaTime);
if(target == to)
{
reached = true;
}
}
line.SetPosition(1, target);
if (reached && grabbable != null)
{
grabbable.position = target;
}
}
private void GrabDone(Transform grabbed)
{
if(grabbed != null)
{
// Do somthing ...
Destroy(grabbed.gameObject);
}
}
}

Spring Joint 2D (maybe) causing transform.position errors

I know the title might be misleading after you see what is the problem, but I really don't know how to name this issue.
The first picture shows the problem.
The white line shows the distance between the player and the gameobject called hook. The blue sprite sphere close to the hook is the SpringJoint2D.connectedBody.
They both (the white line and the blue sprite) are working with the same value: hook.transform.position.
Here is the code snippets which I believe are causing problems or at least reveal the most:
SpringJoint2D snippet:
if (Input.GetMouseButtonDown(0))
{
hook = FindClosestObject(radius, "Hook");
if(hook != null)
{
joint.enabled = true;
joint.connectedBody = hook;
joint.connectedAnchor = hook.transform.position;
Debug.Log("Click.");
Debug.Log(hook);
}
}
if (Input.GetMouseButtonUp(0))
{
joint.enabled = false;
joint.connectedBody = null;
}
Debug.DrawLine snippet:
if (hook != null)
{
joint.distance = Vector3.Distance(hook.transform.position, transform.position) / 2;
Debug.DrawLine(transform.position, hook.transform.position);
}
And here is the whole code:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerScript : MonoBehaviour
{
public float radius;
private SpringJoint2D joint;
private Rigidbody2D hook = new Rigidbody2D();
// Start is called before the first frame update
void Start()
{
joint = GetComponent<SpringJoint2D>();
}
// Update is called once per frame
void Update()
{
//touch.phase == TouchPhase.Began
if (Input.GetMouseButtonDown(0))
{
hook = FindClosestObject(radius, "Hook");
if(hook != null)
{
joint.enabled = true;
joint.connectedBody = hook;
joint.connectedAnchor = hook.transform.position;
Debug.Log("Click.");
Debug.Log(hook);
}
}
if (Input.GetMouseButtonUp(0))
{
joint.enabled = false;
joint.connectedBody = null;
}
//foreach (Touch touch in Input.touches)
//{
//}
if (hook != null)
{
joint.distance = Vector3.Distance(hook.transform.position, transform.position) / 2;
Debug.DrawLine(transform.position, hook.transform.position);
}
}
private void OnDrawGizmos()
{
Gizmos.color = Color.green;
Gizmos.DrawWireSphere(transform.position, radius);
if (hook != null)
Gizmos.DrawLine(transform.position, hook.transform.position);
}
public Rigidbody2D FindClosestObject(float radius, string tag)
{
GameObject[] gos;
gos = GameObject.FindGameObjectsWithTag(tag);
Rigidbody2D closest = null;
float distance = radius;
Vector3 position = transform.position;
foreach (GameObject go in gos)
{
Vector3 diff = go.transform.position - position;
float curDistance = diff.sqrMagnitude;
if (curDistance < distance)
{
closest = go.GetComponent<Rigidbody2D>();
distance = curDistance;
}
}
return closest;
}
}
Ah, I was just stupid.
There is no need to assign the connectedAnchor if you also asign the connectedRigidbody2D
The connectedAnchor is the offset from the connectedRigidbody2D's position...

Why the OnMouseDown() event on Rigidbody does not fire?

There is a dynamic Rigidbody that can be launched with the mouse. But at some point, Rigidbody stops reacting to the mouse for some reason. Rigidbody's speed is 0.
To a rigidbody attached two Spring joints.
The only way to awaken the body is to disable and re-enable Spring Joints when debugging.
public class Ball : MonoBehaviour
{
private Rigidbody2D rigidbodyBall;
public SpringJoint2D[] springJoints;
private GameObject speed;
public static Ball instance = null;
#region Life Cycle
void Awake()
{
speed = GameObject.Find("Velocity");
springJoints = GetComponents<SpringJoint2D>();
rigidbodyBall = GetComponent<Rigidbody2D>();
gameManager = GameObject.Find("GameManager").GetComponent<GameManager>();
}
private bool clickedOn = false;
void Update()
{
if (clickedOn)
{
Dragging();
UIManager.instance.pauseButton.SetActive(false);
UIManager.instance.totalScoreUI.gameObject.SetActive(false);
}
else
{
UIManager.instance.pauseButton.SetActive(true);
UIManager.instance.totalScoreUI.gameObject.SetActive(true);
}
}
#endregion
#region Launcher
#region Mouse
void OnMouseDown()
{
SpringJointDeactivate();
clickedOn = true;
}
void OnMouseUp()
{
SpringJointActivate();
clickedOn = false;
SetKinematicState(false);
Invoke("SpringJointDeactivate", 0.1f);
}
void Dragging()
{
Vector3 mouseWorldPointStart = transform.position;
Vector3 mouseWorldPoint = Camera.main.ScreenToWorldPoint(Input.mousePosition);
mouseWorldPoint.z = 0f;
if (Boundary.ballInBoundary)
{
transform.position = mouseWorldPoint;
float diffX = mouseWorldPoint.x - mouseWorldPointStart.x;
//TODO
for (int i = 0; i < springJoints.Length; i++)
{
springJoints[i].connectedAnchor = new Vector2(springJoints[i].connectedAnchor.x + diffX, springJoints[i].connectedAnchor.y);
}
}
else
{
Debug.Log("Another situation!");
Debug.Log(Boundary.ballInBoundary);
}
}
#endregion
public void SpringJointActivate()
{
foreach (SpringJoint2D joint in springJoints)
{
joint.enabled = true;
}
}
public void SpringJointDeactivate()
{
foreach (SpringJoint2D joint in springJoints)
{
joint.enabled = false;
}
}
public Vector3[] GetSpringJointsConnectedAnchorCoord()
{
Vector3[] springJointsCoord = new[] { Vector3.zero, Vector3.zero };
for (int i = 0; i < springJoints.Length; i++)
{
springJointsCoord[i] = springJoints[i].connectedAnchor;
}
return springJointsCoord;
}
#endregion
public void SetKinematicState(bool kinematicState)
{
rigidbodyBall.isKinematic = kinematicState;
}
}
What is the reason for this? How can this be corrected?
Replaced OnMouseDown() with Input.GetMouseButtonDown(0) and everything worked out.
void Update()
{
if (Input.GetMouseButtonDown(0))
{
SpringJointDeactivate();
clickedOn = true;
}
if (Input.GetMouseButtonUp(0))
{
SpringJointActivate();
clickedOn = false;
SetKinematicState(false);
Invoke("SpringJointDeactivate", 0.1f);
}
}

Make objects between camera and character transparent

I'm working on a script for my camera to make objects between itself and the character transparent.
I managed to make it work with RayCast however I don't know how to restablish objects alpha value after they escape the ray.
This is my current code:
private void XRay() {
float characterDistance = Vector3.Distance(transform.position, GameObject.Find("Character").transform.position);
Vector3 fwd = transform.TransformDirection(Vector3.forward);
RaycastHit hit;
if (Physics.Raycast(transform.position, fwd, out hit, characterDistance)) {
// Add transparence
Color color = hit.transform.gameObject.renderer.material.color;
color.a = 0.5f;
hit.transform.gameObject.renderer.material.SetColor("_Color", color);
}
}
This is my final code. Note it only makes transparent one object at a time, but the same implementation can easily be done with RaycastAll and using an array for oldHits.
public class Camara : MonoBehaviour {
RaycastHit oldHit;
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
}
void FixedUpdate() {
XRay ();
}
// Hacer a los objetos que interfieran con la vision transparentes
private void XRay() {
float characterDistance = Vector3.Distance(transform.position, GameObject.Find("Character").transform.position);
Vector3 fwd = transform.TransformDirection(Vector3.forward);
RaycastHit hit;
if (Physics.Raycast(transform.position, fwd, out hit, characterDistance)) {
if(oldHit.transform) {
// Add transparence
Color colorA = oldHit.transform.gameObject.renderer.material.color;
colorA.a = 1f;
oldHit.transform.gameObject.renderer.material.SetColor("_Color", colorA);
}
// Add transparence
Color colorB = hit.transform.gameObject.renderer.material.color;
colorB.a = 0.5f;
hit.transform.gameObject.renderer.material.SetColor("_Color", colorB);
// Save hit
oldHit = hit;
}
}
}
I did attach this script to my simple camera following the player. It might help you.
It can actually manage more than one obstructing the view and also you see I pass it a mask which I target with its name instead of checking for the collider name tag. Have fun.
using UnityEngine;
public class followPlayer : MonoBehaviour
{
public Transform player;
public Vector3 offset;
public Transform[] obstructions;
private int oldHitsNumber;
void Start()
{
oldHitsNumber = 0;
}
private void LateUpdate()
{
viewObstructed();
}
void Update()
{
transform.position = player.TransformPoint(offset);
transform.LookAt(player);
}
void viewObstructed()
{
float characterDistance = Vector3.Distance(transform.position, player.transform.position);
int layerNumber = LayerMask.NameToLayer("Walls");
int layerMask = 1 << layerNumber;
RaycastHit[] hits = Physics.RaycastAll(transform.position, player.position - transform.position, characterDistance, layerMask);
if (hits.Length > 0)
{ // Means that some stuff is blocking the view
int newHits = hits.Length - oldHitsNumber;
if (obstructions != null && obstructions.Length > 0 && newHits < 0)
{
// Repaint all the previous obstructions. Because some of the stuff might be not blocking anymore
for (int i = 0; i < obstructions.Length; i++)
{
obstructions[i].gameObject.GetComponent<MeshRenderer>().shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.On;
}
}
obstructions = new Transform[hits.Length];
// Hide the current obstructions
for (int i = 0; i < hits.Length; i++)
{
Transform obstruction = hits[i].transform;
obstruction.gameObject.GetComponent<MeshRenderer>().shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.ShadowsOnly;
obstructions[i] = obstruction;
}
oldHitsNumber = hits.Length;
}
else
{ // Mean that no more stuff is blocking the view and sometimes all the stuff is not blocking as the same time
if (obstructions != null && obstructions.Length > 0)
{
for (int i = 0; i < obstructions.Length; i++)
{
obstructions[i].gameObject.GetComponent<MeshRenderer>().shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.On;
}
oldHitsNumber = 0;
obstructions = null;
}
}
}
}

Unity 2D draggable movement control

I want to add a draggable-movement control thing (attached image) like Fifa mobile game in my 2D app.
I searched a lot for the idea or a basic tutorial or relevant Unity asset. But didn't find one.
Help me with an example or URL.
You can use this if you would like, it works on web and mobile
using UnityEngine;
using System.Collections;
public class JoyStick : MonoBehaviour {
public Texture areaTexture;
public Texture touchTexture;
public Vector2 joystickPosition = new Vector2( 50f,50f);
public Vector2 speed = new Vector2(2,100);
public float zoneRadius=100f;
public float touchSize = 30;
public float deadZone=20;
public float touchSizeCoef=0;
protected Vector2 joystickAxis;
protected Vector2 joystickValue;
public Vector2 joyTouch;
private Vector2 _joystickCenter;
[SerializeField]
private Vector2 _smoothing = new Vector2(20f,20f);
public Vector2 Smoothing
{
get {
return this._smoothing;
}
set {
_smoothing = value;
if (_smoothing.x<0.1f){
_smoothing.x=0.1f;
}
if (_smoothing.y<0.1){
_smoothing.y=0.1f;
}
}
}
private int _joystickIndex=-1;
private bool _enaReset;
private bool _enaZoom;
void Start ()
{
zoneRadius = Screen.width*0.07f;
touchSize = Screen.width*0.07f;
joystickPosition = new Vector2(Screen.width*0.12f,Screen.width*0.12f);
_joystickCenter = joystickPosition;
_enaReset=false;
}
void Update ()
{
if (Application.platform == RuntimePlatform.IPhonePlayer || Application.platform == RuntimePlatform.Android)
{
foreach (Touch touch in Input.touches)
{
if (touch.phase == TouchPhase.Ended || touch.phase == TouchPhase.Canceled)
{
if (_joystickIndex==touch.fingerId){
_joystickIndex=-1;
_enaReset=true;
}
}
if(_joystickIndex==touch.fingerId)
{
OnTouchDown(touch.position);
}
if (touch.phase == TouchPhase.Began)
{
if (((Vector2)touch.position - _joystickCenter).sqrMagnitude < Mathf.Pow((zoneRadius+touchSizeCoef/2),2))
{
_joystickIndex = touch.fingerId;
}
}
}
UpdateJoystick();
if(_enaReset)
{
ResetJoystick();
}
}
else
{
if (Input.GetButtonUp ("Fire1"))
{
_joystickIndex=-1;
_enaReset=true;
}
if(_joystickIndex==1)
{
OnTouchDown(Input.mousePosition);
}
if (Input.GetButtonDown ("Fire1") )
{
if (((Vector2)Input.mousePosition - _joystickCenter).sqrMagnitude <Mathf.Pow( (zoneRadius+touchSizeCoef/2),2))
{
_joystickIndex = 1;
}
}
if(_enaReset)
{
ResetJoystick();
}
UpdateJoystick();
}
}
private void UpdateJoystick()
{
if (joyTouch.sqrMagnitude>deadZone*deadZone)
{
joystickAxis = Vector2.zero;
if (Mathf.Abs(joyTouch.x)> deadZone)
{
joystickAxis = new Vector2( (joyTouch.x -(deadZone*Mathf.Sign(joyTouch.x)))/(zoneRadius-touchSizeCoef-deadZone),joystickAxis.y);
}
else
{
joystickAxis = new Vector2( joyTouch.x /(zoneRadius-touchSizeCoef),joystickAxis.y);
}
if (Mathf.Abs(joyTouch.y)> deadZone)
{
joystickAxis = new Vector2( joystickAxis.x,(joyTouch.y-(deadZone*Mathf.Sign(joyTouch.y)))/(zoneRadius-touchSizeCoef-deadZone));
}
else{
joystickAxis = new Vector2( joystickAxis.x,joyTouch.y/(zoneRadius-touchSizeCoef));
}
}
else{
joystickAxis = new Vector2(0,0);
}
Vector2 realvalue = new Vector2( speed.x*joystickAxis.x,speed.y*joystickAxis.y);
joystickValue=realvalue;
//print(realvalue);
}
void OnTouchDown(Vector2 position)
{
joyTouch = new Vector2( position.x, position.y) - _joystickCenter;
if ((joyTouch/(zoneRadius-touchSizeCoef)).sqrMagnitude > 1)
{
joyTouch.Normalize();
joyTouch *= zoneRadius-touchSizeCoef;
}
//print(joyTouch);
}
private void ResetJoystick()
{
if (joyTouch.sqrMagnitude>0.1)
{
joyTouch = new Vector2( joyTouch.x - joyTouch.x*_smoothing.x*Time.deltaTime, joyTouch.y - joyTouch.y*_smoothing.y*Time.deltaTime);
}
else{
joyTouch = Vector2.zero;
_enaReset=false;
}
}
void OnGUI()
{
GUI.DrawTexture( new Rect(_joystickCenter.x -zoneRadius ,Screen.height- _joystickCenter.y-zoneRadius,zoneRadius*2,zoneRadius*2), areaTexture,ScaleMode.ScaleToFit,true);
GUI.DrawTexture( new Rect(_joystickCenter.x+(joyTouch.x -touchSize) ,Screen.height-_joystickCenter.y-(joyTouch.y+touchSize),touchSize*2,touchSize*2), touchTexture,ScaleMode.ScaleToFit,true);
}
}