2D procedural dungeon generation game - unity3d

I am currently messing around with a procedural 2D game in unity. Below are the scripts i am using to generate the dungeon and wanted to know if there was anyway of specifying a standard starting room. I have prefab room built but would like to have a single prefab room players always start in.
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Tilemaps;
public class DungeonGeneration : MonoBehaviour {
[SerializeField]
private int numberOfRooms;
[SerializeField]
private int numberOfObstacles;
[SerializeField]
private Vector2Int[] possibleObstacleSizes;
[SerializeField]
private int numberOfEnemies;
[SerializeField]
private GameObject[] possibleEnemies;
[SerializeField]
private GameObject goalPrefab;
[SerializeField]
private TileBase obstacleTile;
private Room[,] rooms;
private Room currentRoom;
private static DungeonGeneration instance = null;
void Awake () {
if (instance == null) {
DontDestroyOnLoad (this.gameObject);
instance = this;
this.currentRoom = GenerateDungeon ();
} else {
string roomPrefabName = instance.currentRoom.PrefabName ();
GameObject roomObject = (GameObject) Instantiate (Resources.Load (roomPrefabName));
Tilemap tilemap = roomObject.GetComponentInChildren<Tilemap> ();
instance.currentRoom.AddPopulationToTilemap (tilemap, instance.obstacleTile);
Destroy (this.gameObject);
}
}
void Start () {
string roomPrefabName = this.currentRoom.PrefabName ();
GameObject roomObject = (GameObject) Instantiate (Resources.Load (roomPrefabName));
Tilemap tilemap = roomObject.GetComponentInChildren<Tilemap> ();
this.currentRoom.AddPopulationToTilemap (tilemap, this.obstacleTile);
}
private Room GenerateDungeon() {
int gridSize = 3 * numberOfRooms;
rooms = new Room[gridSize, gridSize];
Vector2Int initialRoomCoordinate = new Vector2Int ((gridSize / 2) - 1, (gridSize / 2) - 1);
Queue<Room> roomsToCreate = new Queue<Room> ();
roomsToCreate.Enqueue (new Room(initialRoomCoordinate.x, initialRoomCoordinate.y));
List<Room> createdRooms = new List<Room> ();
while (roomsToCreate.Count > 0 && createdRooms.Count < numberOfRooms) {
Room currentRoom = roomsToCreate.Dequeue ();
this.rooms [currentRoom.roomCoordinate.x, currentRoom.roomCoordinate.y] = currentRoom;
createdRooms.Add (currentRoom);
AddNeighbors (currentRoom, roomsToCreate);
}
int maximumDistanceToInitialRoom = 0;
Room finalRoom = null;
foreach (Room room in createdRooms) {
List<Vector2Int> neighborCoordinates = room.NeighborCoordinates ();
foreach (Vector2Int coordinate in neighborCoordinates) {
Room neighbor = this.rooms [coordinate.x, coordinate.y];
if (neighbor != null) {
room.Connect (neighbor);
}
}
room.PopulateObstacles (this.numberOfObstacles, this.possibleObstacleSizes);
room.PopulatePrefabs (this.numberOfEnemies, this.possibleEnemies);
int distanceToInitialRoom = Mathf.Abs (room.roomCoordinate.x - initialRoomCoordinate.x) + Mathf.Abs(room.roomCoordinate.y - initialRoomCoordinate.y);
if (distanceToInitialRoom > maximumDistanceToInitialRoom) {
maximumDistanceToInitialRoom = distanceToInitialRoom;
finalRoom = room;
}
}
GameObject[] goalPrefabs = { this.goalPrefab };
finalRoom.PopulatePrefabs(1, goalPrefabs);
return this.rooms [initialRoomCoordinate.x, initialRoomCoordinate.y];
}
private void AddNeighbors(Room currentRoom, Queue<Room> roomsToCreate) {
List<Vector2Int> neighborCoordinates = currentRoom.NeighborCoordinates ();
List<Vector2Int> availableNeighbors = new List<Vector2Int> ();
foreach (Vector2Int coordinate in neighborCoordinates) {
if (this.rooms[coordinate.x, coordinate.y] == null) {
availableNeighbors.Add (coordinate);
}
}
int numberOfNeighbors = (int)Random.Range (1, availableNeighbors.Count);
for (int neighborIndex = 0; neighborIndex < numberOfNeighbors; neighborIndex++) {
float randomNumber = Random.value;
float roomFrac = 1f / (float)availableNeighbors.Count;
Vector2Int chosenNeighbor = new Vector2Int(0, 0);
foreach (Vector2Int coordinate in availableNeighbors) {
if (randomNumber < roomFrac) {
chosenNeighbor = coordinate;
break;
} else {
roomFrac += 1f / (float)availableNeighbors.Count;
}
}
roomsToCreate.Enqueue (new Room(chosenNeighbor));
availableNeighbors.Remove (chosenNeighbor);
}
}
private void PrintGrid() {
for (int rowIndex = 0; rowIndex < this.rooms.GetLength (1); rowIndex++) {
string row = "";
for (int columnIndex = 0; columnIndex < this.rooms.GetLength (0); columnIndex++) {
if (this.rooms [columnIndex, rowIndex] == null) {
row += "X";
} else {
row += "R";
}
}
Debug.Log (row);
}
}
public void MoveToRoom(Room room) {
this.currentRoom = room;
}
public Room CurrentRoom() {
return this.currentRoom;
}
public void ResetDungeon() {
this.currentRoom = GenerateDungeon ();
}
}
and
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Tilemaps;
public class Room
{
public Vector2Int roomCoordinate;
public Dictionary<string, Room> neighbors;
private string[,] population;
private Dictionary<string, GameObject> name2Prefab;
public Room (int xCoordinate, int yCoordinate)
{
this.roomCoordinate = new Vector2Int (xCoordinate, yCoordinate);
this.neighbors = new Dictionary<string, Room> ();
this.population = new string[18, 10];
for (int xIndex = 0; xIndex < 18; xIndex += 1) {
for (int yIndex = 0; yIndex < 10; yIndex += 1) {
this.population [xIndex, yIndex] = "";
}
}
this.population [8, 5] = "Player";
this.name2Prefab = new Dictionary<string, GameObject> ();
}
public Room (Vector2Int roomCoordinate)
{
this.roomCoordinate = roomCoordinate;
this.neighbors = new Dictionary<string, Room> ();
this.population = new string[18, 10];
for (int xIndex = 0; xIndex < 18; xIndex += 1) {
for (int yIndex = 0; yIndex < 10; yIndex += 1) {
this.population [xIndex, yIndex] = "";
}
}
this.population [8, 5] = "Player";
this.name2Prefab = new Dictionary<string, GameObject> ();
}
public List<Vector2Int> NeighborCoordinates () {
List<Vector2Int> neighborCoordinates = new List<Vector2Int> ();
neighborCoordinates.Add (new Vector2Int(this.roomCoordinate.x, this.roomCoordinate.y - 1));
neighborCoordinates.Add (new Vector2Int(this.roomCoordinate.x + 1, this.roomCoordinate.y));
neighborCoordinates.Add (new Vector2Int(this.roomCoordinate.x, this.roomCoordinate.y + 1));
neighborCoordinates.Add (new Vector2Int(this.roomCoordinate.x - 1, this.roomCoordinate.y));
return neighborCoordinates;
}
public void Connect (Room neighbor) {
string direction = "";
if (neighbor.roomCoordinate.y < this.roomCoordinate.y) {
direction = "N";
}
if (neighbor.roomCoordinate.x > this.roomCoordinate.x) {
direction = "E";
}
if (neighbor.roomCoordinate.y > this.roomCoordinate.y) {
direction = "S";
}
if (neighbor.roomCoordinate.x < this.roomCoordinate.x) {
direction = "W";
}
this.neighbors.Add (direction, neighbor);
}
public string PrefabName () {
string name = "Room_";
foreach (KeyValuePair<string, Room> neighborPair in neighbors) {
name += neighborPair.Key;
}
return name;
}
public Room Neighbor (string direction) {
return this.neighbors [direction];
}
public void PopulateObstacles (int numberOfObstacles, Vector2Int[] possibleSizes) {
for (int obstacleIndex = 0; obstacleIndex < numberOfObstacles; obstacleIndex += 1) {
int sizeIndex = Random.Range (0, possibleSizes.Length);
Vector2Int regionSize = possibleSizes [sizeIndex];
List<Vector2Int> region = FindFreeRegion (regionSize);
foreach (Vector2Int coordinate in region) {
this.population [coordinate.x, coordinate.y] = "Obstacle";
}
}
}
public void PopulatePrefabs (int numberOfPrefabs, GameObject[] possiblePrefabs) {
for (int prefabIndex = 0; prefabIndex < numberOfPrefabs; prefabIndex += 1) {
int choiceIndex = Random.Range (0, possiblePrefabs.Length);
GameObject prefab = possiblePrefabs [choiceIndex];
List<Vector2Int> region = FindFreeRegion (new Vector2Int(1, 1));
this.population [region[0].x, region[0].y] = prefab.name;
this.name2Prefab [prefab.name] = prefab;
}
}
private List<Vector2Int> FindFreeRegion (Vector2Int sizeInTiles) {
List<Vector2Int> region = new List<Vector2Int>();
do {
region.Clear();
Vector2Int centerTile = new Vector2Int(UnityEngine.Random.Range(2, 18 - 3), UnityEngine.Random.Range(2, 10 - 3));
region.Add(centerTile);
int initialXCoordinate = (centerTile.x - (int)Mathf.Floor(sizeInTiles.x / 2));
int initialYCoordinate = (centerTile.y - (int)Mathf.Floor(sizeInTiles.y / 2));
for (int xCoordinate = initialXCoordinate; xCoordinate < initialXCoordinate + sizeInTiles.x; xCoordinate += 1) {
for (int yCoordinate = initialYCoordinate; yCoordinate < initialYCoordinate + sizeInTiles.y; yCoordinate += 1) {
region.Add(new Vector2Int(xCoordinate, yCoordinate));
}
}
} while(!IsFree (region));
return region;
}
private bool IsFree (List<Vector2Int> region) {
foreach (Vector2Int tile in region) {
if (this.population [tile.x, tile.y] != "") {
return false;
}
}
return true;
}
public void AddPopulationToTilemap (Tilemap tilemap, TileBase obstacleTile) {
for (int xIndex = 0; xIndex < 18; xIndex += 1) {
for (int yIndex = 0; yIndex < 10; yIndex += 1) {
if (this.population [xIndex, yIndex] == "Obstacle") {
tilemap.SetTile (new Vector3Int (xIndex - 9, yIndex - 5, 0), obstacleTile);
} else if (this.population [xIndex, yIndex] != "" && this.population [xIndex, yIndex] != "Player") {
GameObject prefab = GameObject.Instantiate (this.name2Prefab[this.population [xIndex, yIndex]]);
prefab.transform.position = new Vector2 (xIndex - 9 + 0.5f, yIndex - 5 + 0.5f);
}
}
}
}
}
any help would be awesome even if you can point me in the direction to a how to.

Nice procedural dungeon generator! Just as a suggestion, could you cache the first room at the beginning when you are generating the dungeon? Then you can grab the initialRoomForPlayerSpawn coordinates/ position as a reference point for the character placement.
Room initialRoomForPlayerSpawn = null;
while (roomsToCreate.Count > 0 && createdRooms.Count < numberOfRooms) {
Room currentRoom = roomsToCreate.Dequeue ();
this.rooms [currentRoom.roomCoordinate.x, currentRoom.roomCoordinate.y] = currentRoom;
createdRooms.Add (currentRoom);
AddNeighbors (currentRoom, roomsToCreate);
/* Cache First Room */
if(createdRooms != null && createdRooms.Count <= 1) {
initialRoomForPlayerSpawn = currentRoom;
}
}

Related

¿int number does not repeat with random.range unity?

I have 2 numbers that are used with random.range what I need is that the combination of both is not repeated 2 times, that is to say the combination a1, b1 can never be repeated but now I can't get that to happen is for a card game that I have to develop where the same card cannot be repeated neither in the hand nor in the game.
class Meca
public List<carta> cardPlay2; //current card combination, each update resets the list
public List<carta> cartaJugada; // current combination of cards, these are saved so that in future
updates the combination is not repeated
public bool isChange;
if (isChange)
{
cardPlay2.Clear();
int num = 5;
for (int j = 0; j < num; j++)
{
cambioCarta();
}
isChange = false;
}
void cambioCarta()
{
GameObject temp = Instantiate(carta);
temp.transform.SetParent(parent);
GameObject tem2p = Instantiate(carta2);
tem2p.transform.SetParent(parent2);
}
script carta
public int Num_cartas, PaloCarta;
public Mecanic meca;
void Start()
{
meca = GameObject.FindObjectOfType<Mecanic>();
if(gameObject.tag == "carta1")
cartas();
if (gameObject.tag == "carta2")
carta2();
}
void cartas()
{
Num_cartas = UnityEngine.Random.Range(1, 11);
PaloCarta = UnityEngine.Random.Range(1, 5);
carta carta1 = new carta
{
numCarta = Num_cartas,
palo = PaloCarta
};
}
[Serializable]
public class carta
{
public int numCarta;
public int palo;
}
what I'm trying to do is this
private void controlCartaMano2()
{
Num_cartas = UnityEngine.Random.Range(1, 10);
PaloCarta = UnityEngine.Random.Range(1, 4);
for (int i = 0; i < meca.cardPlay2.Count; i++)
{
while (meca.cardPlay2[i].numCarta == Num_cartas && meca.cardPlay2[i].palo == PaloCarta)
{
Num_cartas = UnityEngine.Random.Range(1, 10);
PaloCarta = UnityEngine.Random.Range(1, 4);
}
}
}
private void controlCartaJugada()
{
for (int i = 0; i < meca.cartaJugada.Count; i++)
{
for(int j = 0; j < meca.cartaJugada.Count; j++)
{
if(meca.cartaJugada[i].numCarta == meca.cartaJugada[j].numCarta &&
meca.cartaJugada[i].palo == meca.cartaJugada[j].palo)
{
Num_cartas = UnityEngine.Random.Range(1, 10);
PaloCarta = UnityEngine.Random.Range(1, 4);
}
}
}
}
if you have any idea how to do it I would appreciate it
You can use a Fisher-Yates shuffle method. That will shuffle the array, in place. It's then a simple matter of passing over the array incrementally. Here's a generic method that will shuffle an array:
static void Shuffle<T> ( T [ ] array )
{
var _random = new System.Random ( );
for ( int i = 0, n = array.Length; i < ( n - 1 ); ++i )
{
var next = i + _random.Next ( n - i );
var item = array [ next ];
array [ next ] = array [ i ];
array [ i ] = item;
}
}
For more information, here's the Wiki page : https://en.wikipedia.org/wiki/Fisher%E2%80%93Yates_shuffle

Why Can't I instatiate my object in the position that want at unity?

I'm trying instantiate a sphere to use like a bullet. I want that the bullet be align like the image bellow:
the desirable situation
but when I instantiate through interactive way a have a problem, The sphere stay in diferente coordinate completely different of that I instantiated previouslly. look at the image:
the real situation
why does it happen? how can I solve it?
follow the code from Player.cs:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class Player
{
public string name;
int currentLife;
int maxLife;
int mentalPower;
public GameObject obj3d; // variável de referência ao modelo 3d do player
// métodos
public Player(string nome, int vidaTotal, int forcaMental)
{
name = nome;
maxLife = vidaTotal;
currentLife = maxLife;
mentalPower = forcaMental;
}
public int Atack(ref bool critico)
{
int aux = mentalPower / 2;
int damage = mentalPower + Random.Range(-aux, aux);
int critical = Random.Range(0, 100);
if(critical < 5) // ataque critico
{
critico = true;
damage *= 2;
}
else
{
critico = false;
}
return (damage);
}
public bool UpdateLife(int dano)
{
currentLife -= dano;
if (currentLife < 0)
{
//comando para destruir o objeto
Object.Destroy(obj3d);
return false;
}
else
return true;
}
public int getLife(int tipo)
{
if (tipo == 0)
return currentLife;
else
return maxLife;
}
public string getName(Player player)
{
return player.name;
}
}
from the Battle.cs:
`using System.Collections;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
public class Battle : MonoBehaviour
{
Player[] players;
int status; // -1= game não começou,0 =game rolando, 1= player 1 vencedor , 2 = player 2 venceu.
Vector3[] spawnPoints;
Quaternion[] rotSpawnPoints;
Color[] playerColors;
public GameObject myPrefab;
Text titulo, info, lifePlayer1, lifePlayer2;
// Bullet
public GameObject objBullet;
Vector3 spawBullet;
// Start is called before the first frame update
void Start()
{
players = new Player[2];
status = -1;
spawnPoints = new Vector3[2];
spawnPoints[0] = new Vector3(2.24f, 0.97f, -4.46f);
spawnPoints[1] = new Vector3(-6.13f, 0.8f, 3.79f);
rotSpawnPoints = new Quaternion[2];
rotSpawnPoints[0] = Quaternion.Euler(0.0f, -250.0f, 0.0f);
rotSpawnPoints[1] = Quaternion.Euler(0.0f, -75.0f, 0.0f);
playerColors = new Color[2];
playerColors[0] = Color.blue;
playerColors[1] = Color.red;
titulo = GameObject.Find("Title").GetComponent<Text>();
info = GameObject.Find("Info").GetComponent<Text>();
lifePlayer1 = GameObject.Find("LifePlayer1").GetComponent<Text>();
lifePlayer2 = GameObject.Find("LifePlayer2").GetComponent<Text>();
spawBullet = new Vector3(1.268f, 1.45f, -3.763f);
}
void CreatePlayer(int nPlayer)
{
print("Entrou na Create Player() com arg = " + nPlayer);
players[nPlayer - 1].obj3d = (GameObject)Instantiate(myPrefab, spawnPoints[nPlayer - 1], rotSpawnPoints[nPlayer - 1]);
players[nPlayer - 1].obj3d.name = "Player" + nPlayer;
players[nPlayer - 1].obj3d.GetComponent<MeshRenderer>().material.color = playerColors[nPlayer - 1];
ControlaInterface();
}
void ControlaCritico(bool status)
{
if (status == true)
{
GameObject.Find("Title").GetComponent<Text>().enabled = true;
GameObject.Find("Title").GetComponent<Text>().color = new Color(GameObject.Find("Title").GetComponent<Text>().color.r, GameObject.Find("Title").GetComponent<Text>().color.g,
GameObject.Find("Title").GetComponent<Text>().color.b, 255f);
GameObject.Find("Title").GetComponent<Text>().text = "CRITOU URRUUU!!!!";
}
else
GameObject.Find("Title").GetComponent<Text>().enabled = false;
}
void ControlaInterface()
{
print("entrei na controla inter");
if(players[0] == null)// entra aqui quando aperta F2
{
print("entrou primeiro if");
GameObject.Find("Title").GetComponent<Text>().text = " Aguardando\nPlayer 1 Azul";
lifePlayer2.enabled = true;
lifePlayer2.text = players[1].getLife(0).ToString() + "/" + players[1].getLife(1).ToString();
}
else if(players[1] == null)// entra aqui quando aperta F1
{
print("entrou segundo if");
GameObject.Find("Title").GetComponent<Text>().text = " Aguardando\nPlayer 2 Vemelho";
lifePlayer1.enabled = true;
lifePlayer1.text = players[0].getLife(0).ToString() + "/" + players[0].getLife(1).ToString();
}
else // player 0 e 1 são diferentes de null
{
print("entrou no else");
lifePlayer2.enabled = true;
lifePlayer1.enabled = true;
lifePlayer2.text = players[1].getLife(0).ToString() + "/" + players[0].getLife(1).ToString();
lifePlayer1.text = players[0].getLife(0).ToString() + "/" + players[1].getLife(1).ToString();
GameObject.Find("Title").GetComponent<Text>().enabled = false;
if (status == -1)
status = 0;
}
GameObject objTmp = null;
}
// Update is called once per frame
void Update()
{
if (status == -1)
titulo.color = new Color(titulo.color.r, titulo.color.g, titulo.color.b,Mathf.Sin(Time.time*2.0f +1.0f)/2.0f) ;
if (Input.GetKeyDown(KeyCode.F1)) //criar player 1(Azul)
{
if (players[0] == null)
{
players[0] = new Player("Player 1 Azul", 100, 14);
CreatePlayer(1);
//GameObject.Find("Title").GetComponent<Text>().enabled = false;
}
}
//-4.87f, 0.8f, -4.83f
if(Input.GetKeyDown(KeyCode.F10))// reseta o game
{
SceneManager.LoadScene(SceneManager.GetActiveScene().name);
}
if (Input.GetKeyDown(KeyCode.F2)) //criar player 2(vermelho)
{
if (players[1] == null)
{
players[1] = new Player("Player 2 Vermelho", 100, 14);
CreatePlayer(2);
// GameObject.Find("Title").GetComponent<Text>().enabled = false;
}
}
if (Input.GetKeyDown(KeyCode.Alpha1)) // ataque do player 1
{
//if (objTmp == null)
GameObject objTmp = (GameObject)Instantiate(objBullet, new Vector3(-0.52f, 0.4f, 0.57f), Quaternion.Euler(0f, -45f, 0f));
objTmp.transform.parent = players[0].obj3d.transform;
objTmp.transform.localPosition = spawBullet;
}
}
//-4.87f, 0.8f, -4.83f
if (Input.GetKeyDown(KeyCode.Alpha2)) //ataque player 2(vermelho)
{
// if(objTmp == null)
GameObject objTmp = (GameObject)Instantiate(objBullet, new Vector3(-4.5f, 0.3f, 5.514f), Quaternion.Euler(0f, -45f, 0f));
objTmp.transform.parent = players[1].obj3d.transform;
objTmp.transform.localPosition = spawBullet;
}
}
}
`

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.

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
}
}

Fill polygon in unity 3d

I've some problem when draw manual in unity 2d.
I used list vector to draw polygon, but I can't fill it.
I also read this tutorial: http://forum.unity3d.com/threads/draw-polygon.54092/
But it's seem I need to convert polygon to triangles.(because my polygon is complex so convert to triangles is hard. I need to use some algorithm like Ear clipping...).
Please help me an easy way to fill it. (I think unity is top of game engine, then have some way to do it easiest).
Thanks so so much.
You are stuck with converting to mesh to get fill to work... GPUs(shaders) can only fill the interior spaces of triangles... This is fairly easy if you are working with closed convex polygons. Polygons with concave sections will take a bit more complicated algorithm to convert to mesh, but it seems you've already done some research on the subject (you mentioned ear clipping).
Good luck implementing your polygon list to triangle algo :)
I can offer Poisson-Disc algorithm remodel UniformPoissonDiskSampler.cs like :
using System;
using System.Collections.Generic;
using UnityEngine;
namespace AwesomeNamespace
{
public static class UniformPoissonDiskSampler
{
public const int DefaultPointsPerIteration = 30;
static readonly float SquareRootTwo = (float)Math.Sqrt(2);
struct Settings
{
public UnityEngine.Vector2 TopLeft, LowerRight, Center;
public UnityEngine.Vector2 Dimensions;
public float? RejectionSqDistance;
public float MinimumDistance;
public float CellSize;
public int GridWidth, GridHeight;
}
struct State
{
public UnityEngine.Vector2?[,] Grid;
public List<UnityEngine.Vector2> ActivePoints, Points;
}
public static List<UnityEngine.Vector2> SampleCircle(UnityEngine.Vector2 center, float radius, float minimumDistance)
{
return SampleCircle(center, radius, minimumDistance, DefaultPointsPerIteration);
}
public static List<UnityEngine.Vector2> SampleCircle(UnityEngine.Vector2 center, float radius, float minimumDistance, int pointsPerIteration)
{
return Sample(center - new UnityEngine.Vector2(radius, radius), center + new UnityEngine.Vector2(radius, radius), radius, minimumDistance, pointsPerIteration, null);
}
public static List<UnityEngine.Vector2> SampleRectangle(UnityEngine.Vector2 topLeft, UnityEngine.Vector2 lowerRight, float minimumDistance)
{
return SampleRectangle(topLeft, lowerRight, minimumDistance, DefaultPointsPerIteration);
}
public static List<UnityEngine.Vector2> SampleRectangle(UnityEngine.Vector2 topLeft, UnityEngine.Vector2 lowerRight, float minimumDistance, int pointsPerIteration)
{
return Sample(topLeft, lowerRight, null, minimumDistance, pointsPerIteration, null);
}
public static List<UnityEngine.Vector2> SamplePolygon(UnityEditor.Experimental.TerrainAPI.Processing.InMetric metric, float minimumDistance)
{
return Sample(null, null, null, minimumDistance, DefaultPointsPerIteration, metric);
}
static List<UnityEngine.Vector2> Sample(UnityEngine.Vector2? topLeft, UnityEngine.Vector2? lowerRight, float? rejectionDistance, float minimumDistance, int pointsPerIteration, UnityEditor.Experimental.TerrainAPI.Processing.InMetric metric = null)
{
if (!topLeft.HasValue && !lowerRight.HasValue && metric != null)
{
topLeft = new Vector2(metric.minpointx, metric.minpointz);
lowerRight = new Vector2(metric.maxpointx, metric.maxpointz);
}
var settings = new Settings
{
TopLeft = (Vector2)topLeft,
LowerRight = (Vector2)lowerRight,
Dimensions = (Vector2)lowerRight - (Vector2)topLeft,
Center = ((Vector2)topLeft + (Vector2)lowerRight) / 2,
CellSize = minimumDistance / SquareRootTwo,
MinimumDistance = minimumDistance,
RejectionSqDistance = rejectionDistance == null ? null : rejectionDistance * rejectionDistance
};
settings.GridWidth = (int)(settings.Dimensions.x / settings.CellSize) + 1;
settings.GridHeight = (int)(settings.Dimensions.y / settings.CellSize) + 1;
// Debug.Log("settings.GridWidth"+settings.GridWidth+"settings.GridHeight"+settings.GridHeight);
var state = new State
{
Grid = new UnityEngine.Vector2?[settings.GridWidth, settings.GridHeight],
ActivePoints = new List<UnityEngine.Vector2>(),
Points = new List<UnityEngine.Vector2>()
};
AddFirstPoint(ref settings, ref state, (metric == null) ? null : metric);
while (state.ActivePoints.Count != 0)
{
var listIndex = RandomHelper.Random.Next(state.ActivePoints.Count);
var point = state.ActivePoints[listIndex];
var found = false;
for (var k = 0; k < pointsPerIteration; k++)
found |= AddNextPoint(point, ref settings, ref state, (metric == null) ? null : metric);
if (!found)
state.ActivePoints.RemoveAt(listIndex);
}
return state.Points;
}
static void AddFirstPoint(ref Settings settings,
ref State state,
UnityEditor.Experimental.TerrainAPI.Processing.InMetric metric = null)
{
var added = false;
while (!added)
{
var d = RandomHelper.Random.NextDouble();
var xr = settings.TopLeft.x + settings.Dimensions.x * d;
d = RandomHelper.Random.NextDouble();
var yr = settings.TopLeft.y + settings.Dimensions.y * d;
var p = new UnityEngine.Vector2((float)xr, (float)yr);
if (settings.RejectionSqDistance != null && DistanceSquared(settings.Center, p) > settings.RejectionSqDistance)
continue;
added = true;
if (UnityEditor.Experimental.TerrainAPI.Processing.figures_Included(p.x, p.y, metric.metricIn, metric.count) == true)
{
var index = Denormalize(p, settings.TopLeft, settings.CellSize);
state.Grid[(int)index.x, (int)index.y] = p;
state.ActivePoints.Add(p);
state.Points.Add(p);
}
else
{
AddFirstPoint(ref settings, ref state, metric);
}
}
}
static float DistanceSquared(Vector2 A, Vector2 B)
{
return (float)Math.Pow(Math.Sqrt(Math.Pow((A.x - B.x), 2) + Math.Pow((A.y - B.y), 2)), 2);
}
static bool AddNextPoint(UnityEngine.Vector2 point,
ref Settings settings,
ref State state,
UnityEditor.Experimental.TerrainAPI.Processing.InMetric metric = null)
{
var found = false;
var q = GenerateRandomAround(point, settings.MinimumDistance);
if (metric != null)
{
if (UnityEditor.Experimental.TerrainAPI.Processing.figures_Included(q.x, q.y, metric.metricIn, metric.count) == true &&
q.x >= settings.TopLeft.x && q.x < settings.LowerRight.x &&
q.y > settings.TopLeft.y && q.y < settings.LowerRight.y &&
(settings.RejectionSqDistance == null || DistanceSquared(settings.Center, q) <= settings.RejectionSqDistance))
{
var qIndex = Denormalize(q, settings.TopLeft, settings.CellSize);
var tooClose = false;
for (var i = (int)Math.Max(0, qIndex.x - 2); i < Math.Min(settings.GridWidth, qIndex.x + 3) && !tooClose; i++)
for (var j = (int)Math.Max(0, qIndex.y - 2); j < Math.Min(settings.GridHeight, qIndex.y + 3) && !tooClose; j++)
if (state.Grid[i, j].HasValue && Vector2.Distance(state.Grid[i, j].Value, q) < settings.MinimumDistance)
tooClose = true;
if (!tooClose)
{
found = true;
state.ActivePoints.Add(q);
state.Points.Add(q);
state.Grid[(int)qIndex.x, (int)qIndex.y] = q;
}
}
}
else
{
if (q.x >= settings.TopLeft.x && q.x < settings.LowerRight.x &&
q.y > settings.TopLeft.y && q.y < settings.LowerRight.y &&
(settings.RejectionSqDistance == null || DistanceSquared(settings.Center, q) <= settings.RejectionSqDistance))
{
var qIndex = Denormalize(q, settings.TopLeft, settings.CellSize);
var tooClose = false;
for (var i = (int)Math.Max(0, qIndex.x - 2); i < Math.Min(settings.GridWidth, qIndex.x + 3) && !tooClose; i++)
for (var j = (int)Math.Max(0, qIndex.y - 2); j < Math.Min(settings.GridHeight, qIndex.y + 3) && !tooClose; j++)
if (state.Grid[i, j].HasValue && Vector2.Distance(state.Grid[i, j].Value, q) < settings.MinimumDistance)
tooClose = true;
if (!tooClose)
{
found = true;
state.ActivePoints.Add(q);
state.Points.Add(q);
state.Grid[(int)qIndex.x, (int)qIndex.y] = q;
}
}
}
return found;
}
static Vector2 GenerateRandomAround(Vector2 center, float minimumDistance)
{
var d = RandomHelper.Random.NextDouble();
var radius = minimumDistance + minimumDistance * d;
d = RandomHelper.Random.NextDouble();
var angle = MathHelper.TwoPi * d;
var newX = radius * Math.Sin(angle);
var newY = radius * Math.Cos(angle);
return new Vector2((float)(center.x + newX), (float)(center.y + newY));
}
static Vector2 Denormalize(Vector2 point, Vector2 origin, double cellSize)
{
return new Vector2((int)((point.x - origin.x) / cellSize), (int)((point.y - origin.y) / cellSize));
}
}
public static class RandomHelper
{
public static readonly System.Random Random = new System.Random();
}
public static class MathHelper
{
public const float Pi = (float)Math.PI;
public const float HalfPi = (float)(Math.PI / 2);
public const float TwoPi = (float)(Math.PI * 2);
}
}
figures_Included:
public static bool figures_Included(float xPoint, float yPoint, float[] metricIn, int n)
{
float X = xPoint;
float Y = yPoint;
int npol = n;
int i, j;
bool res = false;
float[] XYpol = metricIn;
for (i = 0, j = npol - 1; i < npol; j = i++)
{
if ((((XYpol[i * 2 + 1] <= Y) && (Y < XYpol[j * 2 + 1])) ||
((XYpol[j * 2 + 1] <= Y) && (Y < XYpol[i * 2 + 1]))) &&
(X < (XYpol[j * 2] - XYpol[i * 2]) * (Y - XYpol[i * 2 + 1]) /
(XYpol[j * 2 + 1] - XYpol[i * 2 + 1]) + XYpol[i * 2]))
{
res = !res;
}
}
return res;
}
and InMetric :
static public InMetric getmetricIn(List<Vector3> drawcoord, bool editingmode = true)
{
float mapoffsetx = 0;
float mapoffsety = 0;
if (editingmode == true)
{
mapoffsetx = Main.mainSatting.mapoffsetx;
mapoffsety = Main.mainSatting.mapoffsetz;
}
else
{
mapoffsetx = 0;
mapoffsety = 0;
}
if (drawcoord[0].x != drawcoord[drawcoord.Count - 1].x && drawcoord[0].z != drawcoord[drawcoord.Count - 1].z) //если линия, ограничивающая полигон не замкнута
drawcoord.Add(drawcoord[0]); //добавляем замыкающую вершину
float[] metricIn = new float[drawcoord.Count * 2]; //дополнительный массив вершин, пересчитанный для проверки нахождения точки внутри полигона
drawcoord[0] = new Vector3(drawcoord[0].x - mapoffsetx, 0, drawcoord[0].z - mapoffsety); //расчет 0-ой вершины в единицах Unity (метры)
metricIn[0] = drawcoord[0].x;
metricIn[1] = drawcoord[0].z; //запись 0-ой вершины в дополнительный массив. x-координаты под четными индексами, Z-координаты под нечетными индексами
float minpointx = drawcoord[0].x; //минимальная x-координата
float maxpointx = drawcoord[0].x; //максимальная х-координата
float minpointz = drawcoord[0].z; //минимальная y-координата
float maxpointz = drawcoord[0].z; //максимальная у-координата
/*Цикл обработки вершин. начинается 1-ой вершины*/
for (int i = 1; i < drawcoord.Count; i++)
{
drawcoord[i] = new Vector3(drawcoord[i].x - mapoffsetx, 0, drawcoord[i].z - mapoffsety); //расчет i-ой вершины в единицах Unity (метры)
metricIn[i * 2] = drawcoord[i].x; //запись i-ой вершины в дополнительный массив. x-координаты под четными индексами
metricIn[i * 2 + 1] = drawcoord[i].z; //запись i-ой вершины в дополнительный массив. z-координаты под нечетными индексами
/*поиск максимальных и минимальных координат по x и максимальных и минимальных координат по z*/
if (drawcoord[i].x < minpointx)
minpointx = drawcoord[i].x;
if (drawcoord[i].x > maxpointx)
maxpointx = drawcoord[i].x;
if (drawcoord[i].z < minpointz)
minpointz = drawcoord[i].z;
if (drawcoord[i].z > maxpointz)
maxpointz = drawcoord[i].z;
}
InMetric metric = new InMetric();
metric.metricIn = metricIn;
metric.minpointx = minpointx;
metric.maxpointx = maxpointx;
metric.minpointz = minpointz;
metric.maxpointz = maxpointz;
metric.drawcoord = drawcoord;
metric.count = drawcoord.Count;
return metric;
}
public class InMetric
{
public float minpointx { get; set; }
public float maxpointx { get; set; }
public float minpointz { get; set; }
public float maxpointz { get; set; }
public float[] metricIn { get; set; }
public List<Vector3> drawcoord { get; set; }
public int count { get; set; }
}