My ideia basically is when i score i get 2 points, but when i touch a certain collider that changes to 3 and i am having a lot a trouble figuring out what colliders to use and how to use them.
I thnik i need to use another ontriggerenter
when i touch the cube it should change to 3
if (i touch a certain collider)
{
void OnTriggerEnter(Collider other)
{
ScoringSystem.theScore += 3;
}
}
else
{
ScoringSystem.theScore += 2;
}
First of all we need to create a GameManager to handle the Bool that checks if we are currently on the Line or not. We do this so we can acces it from all the scripts.
This code should be in a GameManager Object.
// Variable to check if the player is on the line or not
public bool stayingOnLine = false;
#region Singelton
public static GameManager instance;
void Awake()
{
if (instance != null) {
Debug.LogWarning("More than one Instance of GameManager found");
return;
}
instance = this;
}
#endregion
Then we add this Code to the GameObject that handles the LineCollider, to handle when the player enters the Line and when he leaves it. When this happens we change the Varible from the GameManager.
This code should be in your GameObject where the LineCollider that is set to IsTrigger is located.
GameManager gm;
void Start() {
gm = GameManager.instance;
}
void OnTriggerEnter(Collider col) {
// Player has entered the Line ColliderBox
if (col.CompareTag("Player Tag"))
gm.stayingOnLine = true;
}
void OnTriggerExit(Collider col) {
// Player has left the Line ColliderBox
if (col.CompareTag("Player Tag"))
gm.stayingOnLine = false;
}
After that we also need to add code to the GameObject that manages the HoopCollider. Because when the Ball enters we need to check if stayingOnline is true or false and then give different amount of points.
GameManager gm;
void Start() {
gm = GameManager.instance;
}
void OnTriggerEnter(Collider col) {
// Ball has entered the Hoop ColliderBox
if (!col.CompareTag("Ball Tag"))
return;
if (gm.stayingOnLine)
ScoringSystem.theScore += 3;
else
ScoringSystem.theScore += 2;
}
Related
How to make the end of the game in pakman when all the dots have been eaten?
This is the end game code now
void OnTriggerEnter2D(Collider2D co)
{
if (co.name == "PacMan")
{
Destroy(co.gameObject);
EndMenu.SetActive(true);
GameObject.Find("EndGameConvas/EndGamePanel/Score").GetComponent<Text>().text = GameObject.Find("Canvas/Score").GetComponent<Text>().text;
Time.timeScale = 0;
}
}
This is the point eating code
private void OnTriggerEnter2D(Collider2D collision)
{
if (collision.name == "PacMan")
{
Destroy(gameObject);
GameObject.Find("Canvas/Score").GetComponent<Score>().ScoreChange(1);
}
}
If what you're asking is "how do I let the game know the level is over and trigger the end" then just have a variable to hold how many dots are in the level, and every time you eat one and that trigger collider fires, have a counter go up. When the counter equals the total, level ends.
In your class for the dots you could use something like
public class YourDotClass : MonoBehaviour
{
// Keeps track of all currently existing instances of this class
private readonly static HashSet<YourDotClass> _instances = new HashSet<YourDotClass>();
private void Awake ()
{
// Register yourself to the instances
_instances.Add(this);
}
private void OnDestroy ()
{
// Remove yourself from the instances
_instances.Remove(this);
// Check if any instance still exists
if(_instances.Count == 0)
{
// => The last dot was just destroyed!
EndMenu.SetActive(true);
GameObject.Find("EndGameConvas/EndGamePanel/Score").GetComponent<Text>().text = GameObject.Find("Canvas/Score").GetComponent<Text>().text;
Time.timeScale = 0;
}
}
private void OnTriggerEnter2D(Collider2D collision)
{
if (collision.name == "PacMan")
{
Destroy(gameObject);
GameObject.Find("Canvas/Score").GetComponent<Score>().ScoreChange(1);
}
}
}
However, you should really rethink/restructure your code and think about who shall be responsible for what.
Personally I would not like the dots be responsible for increasing scores and end the game .. I would rather have a component on the player itself, let it check the collision, increase its own points and eventually tell some manager to end the game as soon as all dots have been destroyed ;)
I think you could use something like this. Just store all of the pacdots in an array and once the array is empty you could end the game.
GameObject[] pacdots = GameObject.FindGameObjectsWithTag("pacdot");
void OnTriggerEnter2D(Collider2D collision)
{
// pacman collided with a dot
if (collision.name == "PacMan")
{
Destroy(gameObject);
GameObject.Find("Canvas/Score").GetComponent<Score>().ScoreChange(1);
if (pacdots.length == 0)
{
// All dots hit do something
}
}
}
The problem is that I what to create an openable door. This door should open when the player enter the Box Collider which is connected to the door. But the problem is when the door begins to open and to rotate, Collider starts to rotate too which brings me a lot of problems with usind such an idea. I try to create EmptyObject with its Collider but I can't connect this Collider with script and OnTriggerEnter function itself. Maybe I don't understand something, who knows, I'm just a begginer. How knows how to help, please write an answer.
My code if somebody needs it:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class openDoor : MonoBehaviour {
public Vector3 Rotation_;
private int i;
public float speed;
bool opentheDoor;
bool closetheDoor;
// Use this for initialization
void Start () {
opentheDoor = false;
closetheDoor = false;
}
// Update is called once per frame
void Update () {
if (opentheDoor == true) {
this.transform.Rotate (Rotation_ * Time.deltaTime * speed);
i += 1;
if (i == 70) {
opentheDoor = false;
i = 0;
}
}
if (closetheDoor == true) {
this.transform.Rotate (-Rotation_ * Time.deltaTime * speed);
i += 1;
if (i == 70) {
closetheDoor = false;
i = 0;
}
}
}
void OnTriggerEnter (Collider other) {
if (other.gameObject.tag == "Player") { {
opentheDoor = true;
}
}
}
void OnTriggerExit (Collider other) {
if (other.gameObject.tag == "Player") {
closetheDoor = true;
}
}
}
This is how i would handle the scenerio
Take
DoorHandler.cs
public class DoorHandler : MonoBehaviour {
public Door door;
private void OnTriggerEnter(Collider other)
{
if (other.CompareTag("Player"))
{
door.OpenDoor();
}
}
}
This should be attached to Parent of the door.
Next Take
Door.cs
public class Door : MonoBehaviour {
public bool isOpened = false;
public void OpenDoor()
{
if (!isOpened)
{
isOpened = true;
Debug.Log("OPEN");
//OPEN DOOR CODE!
}
}
}
Attach this to the Door GameObject
NOTE
The hierarchy would be like DoorHandler->Door->DoorModel (where Door is just an empty gameobject pivot of the Door)
In DoorHandler GameObject attach BoxCollider and Check Mark IsTrigger.
Also Player SHOULD HAVE A RIGIDBODY (preferably Kinametic) and obviously a collider
So When Player enters the DoorHandler's Collider -> The DoorHandler's OnTriggerEnter will be triggered and finally Call the Door to OpenDoor()
Add another check in OnTriggerEnter that checks if the door is currently opening or not.
void OnTriggerEnter (Collider other) {
if (other.gameObject.tag == "Player" && !opentheDoor) {
opentheDoor = true;
}
}
attach the door to an empty object. put the trigger on the empty object. then make the ontrigger entry rotate the door, not the paent object, and the collider will remain in place.
Parent
-child(door)
-child(collider)
I'm a complete unity novice. I want to make a simple scene where you have three lives and you lose a live if you collide with a cube. This is my script:
using UnityEngine;
using UnityEngine.UI;
using System.Collections;
public class Lives : MonoBehaviour {
public Transform player;
public static int lives;
public Image live1;
public Image live2;
public Image live3;
// Use this for initialization
void Start () {
lives = 3;
live1.enabled = true;
live2.enabled = true;
live3.enabled = true;
}
void Update () {
DisplayOfHearts();
}
public static void Damage() {
lives -= 1;
}
public void OnCollisionEnter(Collision col) {
if (col.gameObject.tag == "cube") {
Lives.Damage();
}
}
public void DisplayOfHearts() {
if (lives == 2) {
live3.enabled = false;
}
else if (lives == 1) {
live2.enabled = false;
}
else if (lives == 0) {
live1.enabled = false;
}
}
}
What happens is the player can't move through the cube but the amount of lives stays three. Is there something I'm missing?
The problem is you have attached the script to a wrong game object. The script and the collider must be attached to the same game object.
Unity methods inside a MonoBehaviour script (such as OnEnable, Update, FixedUpdate, Awake, Start, OnTriggerEnter, OnCollisionStay, etc..) only work for the game object which the script is attached to.
If you attach the script to another game object don't expect any of those to work. Update only works while that game object is active. OnCollisionEnter only works when a collision occurs on a collider which is attached directly to that game object. (it doesn't even work when a child has the collider instead of the actual game object where script is attached to)
I'm trying to create objects that mark the cell that I can visit. I mark them with red square:
My code for creating objects:
using UnityEngine;
using System.Collections;
using System;
public class SpawnCheck : MonoBehaviour {
public GameObject checkObject;
public bool canSpawnCheck = true;
Vector2 boxSize;
public GameObject spawnedObject;
// Use this for initialization
void Start () {
Debug.Log("Into spawn check");
}
void OnTriggerEnter2D(Collider2D other) {
Debug.Log("Enter trigger collision");
canSpawnCheck = false;
if (other.gameObject.tag == "Target") {
Debug.Log ("Found Target");
}
if (other.gameObject.tag == "Wall") {
canSpawnCheck = false;
}
if (other.gameObject.tag == "Check") {
canSpawnCheck = false;
}
}
void OnTriggerExit2D(Collider2D other) {
Debug.Log("Exit trigger collision");
canSpawnCheck = true;
}
// Update is called once per frame
void Update () {
Debug.Log ("canSpawnCheck " + canSpawnCheck);
if (canSpawnCheck == true) {
Vector3 currentPosition = this.gameObject.transform.position;
Vector3 spawnPos = new Vector3 (Mathf.Round (currentPosition.x), Mathf.Round (currentPosition.y),0);
Debug.Log ("Physics.CheckSphere " + Physics.CheckSphere (spawnPos, 5));
if (!Physics.CheckSphere(spawnPos,5)) {
spawnedObject = (GameObject)Instantiate (checkObject, spawnPos, Quaternion.identity);
this.gameObject.GetComponentInParent<AILerp> ().possibleTargets.Add (spawnedObject);
}
}
}
}
My problem: as Physics.CheckSphere(spawnPos,5) always return false my code spawns too many red squares and spawn them upon each other. I want red squares to be created only once and never created on walls (white squares).
Your Check(Clone) GameObject has Box Collider 2D attached to it. Therefore every physics function you must use should be Physics2D.something not Physics.something. Notice the keyword there "2D".
If you use just Box Collider without the 2D in it, then you can use Physics.something. So, Physics.CheckSphere cannot be used with a 2D collider.
Check(Clone) is a SpriteRenderer, 2D Collider is appropriate. You just need to use one of the Physics2D overlap functions such Physics2D.OverlapBox, Physics2D.OverlapArea or Physics2D.OverlapCircle. Which ever one you prefer.
Imagine I have 2 gameobjects, red plate and apple.
When game start(this is crucial), apple already on red plate(2 gameobjects already in contact). so if I move red plate, the apple is "parented" to red plate and follow the transform.
How can I do that in Unity3D? I look at the code Trigger and Collision, both of them need to at least a stage that 1 moving gameobject to collide the other, which I don't have that.
Any idea how to deal with this?
I found the solution: Bounds.Intersect
As in:
var bounds1 = gameObject1.renderer.bounds;
var bounds2 = gameObject2.renderer.bounds;
if (bounds1.Intersects(bounds2))
{
// do something
}
So with this, my problem solved.
Probably the simplest implementation is to use OnTriggerEnter and OnTriggerExit to toggle the parenting of one object's transform to another, so that all children of the parent will accept the transform operations performed on the parent.
Example:
using UnityEngine;
[RequireComponent(typeof(BoxCollider))]
[RequireComponent(typeof(Rigidbody))]
public class
PlateCollider : MonoBehaviour
{
private void
Awake()
{
rigidbody.isKinematic = false;
rigidbody.useGravity = false;
collider.isTrigger = false;
}
}
And
using UnityEngine;
[RequireComponent(typeof(SphereCollider))]
[RequireComponent(typeof(Rigidbody))]
public class
AppleCollider : MonoBehaviour
{
private void
Awake()
{
rigidbody.isKinematic = false;
rigidbody.useGravity = false;
collider.isTrigger = false;
}
private void
OnCollisionEnter(Collision collision)
{
PlateCollider tryGetPlate = collision.gameObject.GetComponent<PlateCollider>();
if (tryGetPlate != null)
{
transform.parent = tryGetPlate.gameObject.transform;
}
}
private void
OnCollisionExit(Collision collision)
{
PlateCollider tryGetPlate = collision.gameObject.GetComponent<PlateCollider>();
if (tryGetPlate != null)
{
transform.parent = null;
}
}
}
There's many other ways you can use to compare the two objects. In this example I try to get the component on a colliding gameobject and check if the component reference exists. Collision tags might be a better option for you, it might not.