I was wondering why my countdown timer is as I will describe - unity3d

This is just a portion of my code, and I hope will be easy enough to understand. I found a way to "fix" it, but I still don't understand this:
I set my float countDownTime to 2f. In DisplayTime(), i thought the do-while loop would count from 2 down to 0, but instead starts counting down from 0 to negative numbers. I thought that it would count down and stop when countDownTime reaches 0, as assigned in the while(countDownTime >= 0) but it continues beyond that. Thanks for any feedback or assistance.
// Update is called once per frame
void Update()
{
if (Input.GetKeyDown(KeyCode.Space) && !hasStarted)
{
hasStarted = true;
StartGame();
}
DisplayTime();
}
void DisplayTime()
{
if (timerStart)
{
do
{
countDownTime -= Time.deltaTime;
} while (countDownTime >= 0);
timer2.text = Math.Round(countDownTime, 2).ToString();
}
}
I made changes to it, which is my fix:
// Update is called once per frame
void Update()
{
if (Input.GetKeyDown(KeyCode.Space) && !hasStarted)
{
hasStarted = true;
StartGame();
}
DisplayTime();
}
void DisplayTime()
{
if (timerStart && countDownTime >= 0)
{
do
{
countDownTime -= Time.deltaTime;
} while (countDownTime >= 2);
timer2.text = Math.Round(countDownTime, 2).ToString();
}
}

First off, I don't see where you're initially setting countDownTime to 2.
Second, countDownTime will more likely than not stop on a negative number rather than zero. This is because deltaTime is a measure of the ms that have passed since the last update, and varies quite a bit. So you should round it back up 0 if you don't want to be shown as negative.
Finally, I think you want to execute this code as a Coroutine, otherwise the entire loop will execute in a single frame, which is most likely not what you want.
IEnumerator DisplayTime() {
countDownTime = 2;
while (countDownTime > 0) {
countDownTime -= Time.deltaTime;
timer2.text = Math.Round(countDownTime, 2).ToString();
yield return new WaitForEndOfFrame();
}
}
void Start() {
// start coroutine
StartCoroutine(DisplayTime);
}
If you did not want a coroutine, and wanted to called it each frame from your Update method, you can simply drop the while loop.
void DisplayTime() {
if (timerStart) {
if (countDownTime > 0) {
countDownTime -= Time.deltaTime;
}
}
timer2.text = Math.Round(countDownTime, 2).ToString();
}
The benefit of the Coroutine method is it usually easier to manage. Rather than calling a method every time from Update, you can call it once and just let it run. Since the looping is confined to the method itself you can use DisplayTime to set the initial value of countDownTime to 2.

You need to consider 2 factors.
Update() Method is called on every frame. You are executing do-while loop in DisplayTime() which is called from Update() so do while loop will execute many time (once per frame).
do-while loop works differently from normal while loop. do-while loop first executes code inside do{} and only after checks condition and breaks loop if condition is false. so (even if condition is false) code inside do{} will run at least once once. In case of normal while if condition is false code inside loop will not run.
So in your case on first frame countDownTime is subscribed until it will become be less than 0. (So on screen you immediately see 0 instead of 2, because after first frame its
already 0).
after 1st frame on each frame when do-while is executed code inside do is executed only once and than loop immediately breaks because condition countDownTime >= is already false. So after 1st frame countDownTime -= Time.deltaTime;this code gets executed once per frame (without looping multiple times in do-while), that is why it works "correctly" afterwards.

Related

Why does my game freeze inside coroutine?

sorry if this question is very basic. I created a coroutine that detects collisions every 5 seconds. Inside this coroutine I would like to execute an animation for 3 seconds so I came up with this bit of code:
private IEnumerator OnCollisionStay2D(Collision2D collision)
{
if (collision.collider.tag == "mama") {
//interrupt movement
float currentTime = Time.time;
float madBegin = Time.time;
while (currentTime - madBegin < 3)
{
personAnimator.runtimeAnimatorController = Resources.Load("Animations/human1mad_0") as RuntimeAnimatorController;
currentTime = Time.time;
Debug.Log(currentTime);
}
isAngry = true;
}
yield return new WaitForSeconds(5);
}
I logged the elaped time in the while loop and currentTime does not seem to be updating. As a result, the elapsed time equals 0 and my while loop never exits. Furthermore since this is executing in a coroutine that is supposed to run concurrently I don't get why a nonexiting while loop would freeze the entire game.
Clarification is much appreciated.
From the Unity docs on Time.time
The time at the beginning of this frame (Read Only)
This means that your Time.time will not change over the course of your loop so the difference between currentTime and madBegin will always be 0.
Time.realtimeSinceStartup may be what you're looking for.

Unity 2D: How to decrement static int in while loop using deltaTime

In my Player script I set a static int called boost to be used from any script.
I have a few boost pick up coins through out the game, when the player gets one it fills their boost tank by +1
You need a min of 3 boost coins to start boosting in the vehicle. When the player is using boost, the boost will last for about as many seconds as many boost coins collected. Using the boost should decrement the boost tank.
Player Script
public static int boost;
private void OnTriggerEnter2D(Collider2D otherObject)
{
if (otherObject.tag == "Boost")
{
boost++;
GetComponent<AudioSource>().PlaySound(BoostSound, 5.7F);
Destroy(otherObject.gameObject);
}
}
Button call code
public void BoostButton()
{
StartCoroutine("Use_VehicleBoost");
}
Booster code that a button calls.
IEnumerator Use_VehicleBoost()
{
// Check which boost package player picked
int boostLevel = SecurePlayerPrefs.GetInt("BoostLevel");
if (boostLevel == 0)
{
Debug.Log("Boost Level: None");
yield return null;
}
else if (boostLevel == 1)
{
Debug.Log("Boost Level: 1");
float aceleRate = 400, maxFWD = -2500;
while (Player.boost >= 3)
{
vehicleController.GetComponent<CarMovement>().accelerationRate += aceleRate;
vehicleController.GetComponent<CarMovement>().maxFwdSpeed += maxFWD;
// Meant to slowly take one point/ Time second away from boost tank // Problem is here ----->>>
Player.boost = Player.boost - Mathf.RoundToInt(Time.deltaTime);
yield return null;
}
if (Player.boost <= 0)
{
yield return null;
}
}
yield return null;
}
Problem is here in this line
Player.boost = Player.boost - Mathf.RoundToInt(Time.deltaTime);
It is supposed to be decrementing with seconds from Player.boost. For example if player collects 3 boost coins then boost is active when used it will last for 3 seconds before turning off.
Not exactly sure on what to do here. They told me that in the while loop the deltaTime stays at value 0 because its stuck in one frame? Am I supposed to start a timer variable? Thank you.
Not exactly sure on what to do here. They told me that in the while
loop the deltaTime stays at value 0 because its stuck in one frame? Am
I supposed to start a timer variable?
Yes, I did say that but you have fixed the one frame issue with yield return null; which let's the loop to wait one frame therefore giving Time.deltaTime chance to change. Even with that being fixed, there is still 0 issue I told you but because while (Player.boost >= 3) is still true. That is true because Mathf.RoundToInt(Time.deltaTime); is returning zero. You can verify this with Debug.Log(Mathf.RoundToInt(Time.deltaTime)).
If Player.boost type is an int, change it to a float type, to gradually decrease it with Time.deltaTime directly:
while (Player.boost >= 3)
{
vehicleController.GetComponent<CarMovement>().accelerationRate += aceleRate;
vehicleController.GetComponent<CarMovement>().maxFwdSpeed += maxFWD;
// Meant to slowly take one point/ Time second away from boost tank
Player.boost = Player.boost - Time.deltaTime;
//OR Player.boost -= Time.deltaTime;
yield return null;
}
If Player.boost type is an int but you don't want to change it to float, remove the Time.deltaTime as that's used for float values then do the waiting with WaitForSeconds. With this you can subtract one from boost after each WaitForSeconds call.
while (Player.boost >= 3)
{
vehicleController.GetComponent<CarMovement>().accelerationRate += aceleRate;
vehicleController.GetComponent<CarMovement>().maxFwdSpeed += maxFWD;
// Meant to slowly take one point/ Time second away from boost tank
Player.boost = Player.boost - 1;
//OR Player.boost -= 1;
yield return new WaitForSeconds(1f);
}

if Statement Acting Up

This is within the Update function. Excuse the brakeTorque stuff, that's just a bandaid for now. This is a drag racing game, and Staged means ready to go. Once both cars are staged, and the race hasn't started yet, then there should be a delay of 5 seconds then the words "GO 1" should appear (I added stupidCounter as a debugging tool). Then it sets the start time. Then it sets Racing to true in order to keep it from jumping back into this if statement again.
The issue is that it keeps jumping back in the if statement every frame; printing: GO1 GO2 GO3 etc.
The word "GO" is not mentioned anywhere else in any other script.
The "Racing" boolean is not mentioned anywhere else in any script.
Here's my code:
if(Staged && OtherCarStaged() && !Racing)
{
RearRightWheel.brakeTorque = 10000;
RearLeftWheel.brakeTorque = 10000;
FrontRightWheel.brakeTorque = 10000;
FrontLeftWheel.brakeTorque = 10000;
yield WaitForSeconds(5);
stupidCounter += 1;
Debug.Log("GO " + stupidCounter);
mainTimerStart = Time.realtimeSinceStartup;
Racing = true;
}
I'm assuming your function is a coroutine. The issue in your code is probably because you are calling the coroutine in every update frame. You either need to add a check to call the coroutine only once, or use your own timer to handle this instead of a coroutine.
Based on your mentioned requirement I think your code should go like this
var timeLeft : float = 5;
function Update()
{
StartCountdown();
}
function StartCountdown()
{
if(Staged && OtherCarStaged() && !Racing)
{
// your stuff
timeLeft -= Time.deltaTime;
if(timeLeft <= 0)
{
Debug.Log("GO");
mainTimerStart = Time.realtimeSinceStartup;
Racing = true;
}
}
}
Or, if you want to go with Coroutines, it would go like this
function Update()
{
if(!countdownStarted && Staged && OtherCarStaged())
StartCoroutine(StartCountdown(5));
}
var countdownStarted : bool = false;
function StartCountdown(float time)
{
countdownStarted = true;
yield WaitForSeconds(time);
Debug.Log("GO ");
mainTimerStart = Time.realtimeSinceStartup;
Racing = true;
}

Digging technique counter

I'm making and game which has digging as it's feature so I need timer which will count exact float (in seconds) and then destroy gameObject. This is what I tried now but it's freezing unity:
function Update()
{
if (Input.GetMouseButtonDown(0))
{
digTime = 1.5; // in secounds
}
while (!Input.GetMouseButtonUp(0)) // why is this infinite loop?
{
digtime -= Time.deltaTime;
if (digtime <= 0)
{
Destroy(hit.collider.gameObject);
}
}
Here is a basic example how you can check if player has clicked for a certain time period.
#pragma strict
// This can be set in the editor
var DiggingTime = 1.5;
// Time when last digging started
private var diggingStarted = 0.0f;
function Update () {
// On every update were the button is not pressed reset the timer
if (!Input.GetMouseButton(0))
{
diggingStarted = Time.timeSinceLevelLoad;
}
// Check if the DiggingTime has passed from last setting of the timer
if (diggingStarted + DiggingTime < Time.timeSinceLevelLoad)
{
// Do the digging things here
Debug.Log("Digging time passed");
// Reset the timer
diggingStarted = Time.timeSinceLevelLoad;
}
}
It is firing every DiggingTime of seconds even the player is holding the button down. If you want that the player needs to release the button and press again one solution is to add Boolean telling if the timer is on or not. It can be set true on GetMouseButtonDown and false on GetMouseButtonUp.
Update function is called every frame. If you add a while loop inside this function waiting for the mouseButtonUp, you'll freeze Unity for sure.
You don't need the while loop. Just check GetMouseButtonUp without while loop.
EDIT
This is the Update function:
void Update ()
{
if ( Input.GetMouseButtonDown( 0 ) )
{
digTime = 1.5f;
}
else if ( Input.GetMouseButton( 0 ) )
{
if ( digTime <= 0 )
{
Destroy( hit.collider.gameObject );
}
else
{
digTime -= Time.deltaTime;
}
}
}
Minor controls should be added to avoid destroying gameObject several times, but this is the idea to proceed

Time Delay for a process in Unity 3D

I have to give the delay for the process to happen, which I am calling in the Update function.
I have tried CoUpdate workaround also. Here is my code:-
function Start()
{
StartCoroutine("CoStart");
}
function CoStart() : IEnumerator
{
while(true)
{
yield CoUpdate();
}
}
function CoUpdate()
{
//I have placed the code of the Update().
//And called the wait function wherever needed.
}
function wait()
{
checkOnce=1; //Whenever the character is moved.
yield WaitForSeconds(2); //Delay of 2 seconds.
}
I have to move an object when a third person controller(which is another object) moves out of a boundary. I have included "yield" in my code. But, the problem happening is: The object which was moving when I gave the code for in the Update(), is moving, but isn't stopping. And it is moving up and down. I don't know what is happening! Can someone help? Please, thanks.
I am not entirely clear what you are trying to accomplish, but I can show you how to set up a Time Delay for a coroutine. For this example lets work with a simple cool down, much like you set up in your example. Assuming you want to continuously do something every 2 seconds while your game is running a slight modification can be made to your code.
function Start()
{
StartCoroutine(CoStart);
}
function CoStart() : IEnumerator
{
while(true)
{
//.. place your logic here
// function will sleep for two seconds before starting this loop again
yield WaitForSeconds(2);
}
}
You can also calculate a wait time using some other logic
function Start()
{
StartCoroutine(CoStart);
}
function CoStart() : IEnumerator
{
while(true)
{
//.. place your logic here
// function will sleep for two seconds before starting this loop again
yield WaitForSeconds(CalculateWait());
}
}
function CalculateWait() : float
{
// use some logic here to determine the amount of time to wait for the
// next CoStart cycle to start
return someFloat;
}
If I have missed the mark entirely then please update the question with a more detail about what you are attempting to accomplish.
I am not 100% sure that I understand you question but if you want to start one object to move when the other is out of bound then just make a reference in the first object to the second object and when the first object is out of bounds (check for this in Update of the first object) call some public function StartMove on the second object.
I wouldn't suggest CoRoutines. It can sometimes crash your computer. Just define a variable and decrement it. Example:
private float seconds = 5;
then do anywhere you want to delay:
seconds -= 1 * Time.deltaTime;
if(seconds <= 0) {your code to run}
This will make a delay of 5 seconds. You can change 5 to any value to change the number of seconds. Also you can speed up the decrement by changing the value of 1. (This is mostly useful when you want to sync 2 delayed actions, by using the same variable)
Hope this helps. Happy coding :)