I have a script that spawns endless tiles (3D) and i want it to stop at after a certain number (e.g. 100) and at the end of the last tile (the 100th) i want to spawn an other prefab like a portal.
I have no clue how to do that.
Any answer i have found on google couldnt help.
Any help is much appreciated.
void Start()
{
nextTileLocation = startPoint;
nextTileRotation = Quaternion.identity;
for (int i = 0; i < initSpawnNum; ++i)
{
SpawnNextTile (i >= initNoObstacles);
}
}
public void SpawnNextTile(bool spawnObstacles = true)
{
var newTile = Instantiate (tile, nextTileLocation, nextTileRotation);
var nextTile = newTile.Find ("Next Spawn Point");
nextTileLocation = nextTile.position;
nextTileRotation = nextTile.rotation;
if (!spawnObstacles)
return;
var obstacleSpawnPoints = new List<GameObject> ();
foreach (Transform child in newTile) {
if (child.CompareTag ("ObstacleSpawn")) {
obstacleSpawnPoints.Add (child.gameObject);
}
}
if (obstacleSpawnPoints.Count > 0) {
var spawnPoint = obstacleSpawnPoints [Random.Range (0, obstacleSpawnPoints.Count)];
var spawnPos = spawnPoint.transform.position;
var newObstacle = Instantiate (obstacle, spawnPos, Quaternion.identity);
newObstacle.SetParent (spawnPoint.transform);
}
}
You could do something like pass in a bool to tell the function to spawn a portal.
void Start()
{
nextTileLocation = startPoint;
nextTileRotation = Quaternion.identity;
for (int i = 0; i < initSpawnNum; ++i)
{
// Pass in true for the last tile
SpawnNextTile (i >= initNoObstacles, i == initSpawnNum - 1);
}
}
public void SpawnNextTile(bool spawnObstacles = true, bool shouldSpawnPortal = false)
{
//
}
Edit to show adding the tiles to a list:
class YourScript : MonoBehaviour
{
private List<GameObject> tiles = new List<GameObject>();
private void SpawnNextTile(bool spawnObstacles = true, bool shouldSpawnPortal = false)
{
var newTile = Instantiate (tile, nextTileLocation, nextTileRotation);
tiles.Add(newTile);
// The rest of your code
}
}
Related
I am sure that everybody knows about this script, http://wiki.unity3d.com/index.php/Floating_Origin, that fixes problems with floating origin easily.
The problem is that the script is outdated and does not move the particle effects created by visual effect graph.
I was trying to rewrite it but I cant seem to make an array to store all the particles, like with the previous one, thus I can't continue from there.
Here is my code:
// Based on the Unity Wiki FloatingOrigin script by Peter Stirling
// URL: http://wiki.unity3d.com/index.php/Floating_Origin
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.VFX;
using UnityEngine.Experimental.VFX;
public class FloatingOrigin : MonoBehaviour
{
[Tooltip("Point of reference from which to check the distance to origin.")]
public Transform ReferenceObject = null;
[Tooltip("Distance from the origin the reference object must be in order to trigger an origin shift.")]
public float Threshold = 5000f;
[Header("Options")]
[Tooltip("When true, origin shifts are considered only from the horizontal distance to orign.")]
public bool Use2DDistance = false;
[Tooltip("When true, updates ALL open scenes. When false, updates only the active scene.")]
public bool UpdateAllScenes = true;
[Tooltip("Should ParticleSystems be moved with an origin shift.")]
public bool UpdateParticles = true;
[Tooltip("Should TrailRenderers be moved with an origin shift.")]
public bool UpdateTrailRenderers = true;
[Tooltip("Should LineRenderers be moved with an origin shift.")]
public bool UpdateLineRenderers = true;
private ParticleSystem.Particle[] parts = null;
VisualEffect[] visualEffect = null;
void LateUpdate()
{
if (ReferenceObject == null)
return;
Vector3 referencePosition = ReferenceObject.position;
if (Use2DDistance)
referencePosition.y = 0f;
if (referencePosition.magnitude > Threshold)
{
MoveRootTransforms(referencePosition);
if (UpdateParticles)
MoveParticles(referencePosition);
if (UpdateTrailRenderers)
MoveTrailRenderers(referencePosition);
if (UpdateLineRenderers)
MoveLineRenderers(referencePosition);
}
}
private void MoveRootTransforms(Vector3 offset)
{
if (UpdateAllScenes)
{
for (int z = 0; z < SceneManager.sceneCount; z++)
{
foreach (GameObject g in SceneManager.GetSceneAt(z).GetRootGameObjects())
g.transform.position -= offset;
}
}
else
{
foreach (GameObject g in SceneManager.GetActiveScene().GetRootGameObjects())
g.transform.position -= offset;
}
}
private void MoveTrailRenderers(Vector3 offset)
{
var trails = FindObjectsOfType<TrailRenderer>() as TrailRenderer[];
foreach (var trail in trails)
{
Vector3[] positions = new Vector3[trail.positionCount];
int positionCount = trail.GetPositions(positions);
for (int i = 0; i < positionCount; ++i)
positions[i] -= offset;
trail.SetPositions(positions);
}
}
private void MoveLineRenderers(Vector3 offset)
{
var lines = FindObjectsOfType<LineRenderer>() as LineRenderer[];
foreach (var line in lines)
{
Vector3[] positions = new Vector3[line.positionCount];
int positionCount = line.GetPositions(positions);
for (int i = 0; i < positionCount; ++i)
positions[i] -= offset;
line.SetPositions(positions);
}
}
private void MoveParticles(Vector3 offset)
{
var particles = FindObjectsOfType<ParticleSystem>() as ParticleSystem[];
foreach (ParticleSystem system in particles)
{
if (system.main.simulationSpace != ParticleSystemSimulationSpace.World)
continue;
int particlesNeeded = system.main.maxParticles;
if (particlesNeeded <= 0)
continue;
bool wasPaused = system.isPaused;
bool wasPlaying = system.isPlaying;
if (!wasPaused)
system.Pause();
// ensure a sufficiently large array in which to store the particles
if (parts == null || parts.Length < particlesNeeded)
{
parts = new ParticleSystem.Particle[particlesNeeded];
}
// now get the particles
int num = system.GetParticles(parts);
for (int i = 0; i < num; i++)
{
parts[i].position -= offset;
}
system.SetParticles(parts, num);
if (wasPlaying)
system.Play();
}
var particles2 = FindObjectsOfType<VisualEffect>() as VisualEffect[];
foreach (VisualEffect system in particles2)
{
int particlesNeeded = system.aliveParticleCount;
if (particlesNeeded <= 0)
continue;
bool wasPaused = !system.isActiveAndEnabled;
bool wasPlaying = system.isActiveAndEnabled;
if (!wasPaused)
system.Stop();
// ensure a sufficiently large array in which to store the particles
if (visualEffect == null || visualEffect.Length < particlesNeeded)
{
visualEffect = new VisualEffect().visualEffectAsset[particlesNeeded];
}
// now get the particles
int num = system.GetParticles(parts);
for (int i = 0; i < num; i++)
{
parts[i].position -= offset;
}
system.SetParticles(parts, num);
if (wasPlaying)
system.Play();
}
}
}
On the line(this is a wrong line and everything below it too)
visualEffect = new VisualEffect().visualEffectAsset[particlesNeeded];
, I need to create a similar array to the line (correct one, but for the old particle system)
parts = new ParticleSystem.Particle[particlesNeeded];
that creates array full of particles (but with VisualEffect class).
If I can fix this one, there should not be any problem with the rest.
I think that solving this problem will help literally thousands of people now and in the future, since limitation for floating origin in unity are horrible and majority of people working in unity will need floating origin for their game worlds, with VFX graph particles.
Thanks for the help.
My question has been answered here:
https://forum.unity.com/threads/floating-origin-and-visual-effect-graph.962646/#post-6270837
I am trying to create a simple Infinite Runner game on Unity and ran into a problem. The task is to make a ball spawn on the floor and immediately begin to roll to the left towards the Player. I have tried a number of ways to implement it, but it does not seem to work. Here is my most recent attempt:
public class ObstaclePool : MonoBehaviour {
public GameObject columnPrefab;
public GameObject ballPrefab;
public int obstaclePoolSize = 5;
public float spawnRate = 3f;
private GameObject[] obstacles;
private int currentObstacle = 0;
private Vector2 objectPoolPosition = new Vector2(-15, -25);
private float timeSinceLastSpawned;
private float spawnXPosition;
private bool hasCalled = false;
private int dice;
bool beforeBall = false;
// Use this for initialization
void Start () {
timeSinceLastSpawned = 0f;
SetupObstacles();
}
private void SetupObstacles()
{
obstacles = new GameObject[obstaclePoolSize];
for (int i = 0; i < obstaclePoolSize; i++)
{
dice = Random.Range(1, 3);
if (dice == 1)
{
obstacles[i] = (GameObject)Instantiate(columnPrefab, objectPoolPosition, Quaternion.identity);
}
else if (dice == 2)
{
obstacles[i] = (GameObject)Instantiate(ballPrefab, objectPoolPosition, Quaternion.identity);
}
}
}
// Update is called once per frame
void Update () {
timeSinceLastSpawned += Time.deltaTime;
if (GameControl.instance.gameOver == false && timeSinceLastSpawned >= spawnRate)
{
timeSinceLastSpawned = 0f;
if (hasCalled == false)
{
spawnXPosition = 10f;
hasCalled = true;
}
else
{
spawnXPosition = Random.Range(6f, 10f);
}
if (obstacles[currentObstacle].transform.tag == "Ball")
{
spawnXPosition = Random.Range(9f, 10f);
obstacles[currentObstacle].transform.position = new Vector2(spawnXPosition, -1.84f);
ballPrefab.GetComponent<Rigidbody2D>().AddForce(new Vector2(-100f, 0) * 5);
beforeBall = true;
}
else {
if (beforeBall == true)
{
spawnXPosition = Random.Range(9f, 10f);
beforeBall = false;
}
obstacles[currentObstacle].transform.position = new Vector2(spawnXPosition, -7.08f);
Debug.Log(spawnXPosition);
}
currentObstacle++;
if (currentObstacle >= obstaclePoolSize)
{
currentObstacle = 0;
SetupObstacles();
hasCalled = false;
}
}
}
}
For a quick explanation of my code: I have an array of size 5. It holds the obstacles that I have created. When deciding what to put inside the array, I generated a random number (1 or 2). If it's a 1, I put in a column. If it's a 2, I put in a ball. These obstacles are spawned off-screen. Then, I move them in the actual scene after using random number to determine the X position.
This part in particular is where I try to implement it:
if (obstacles[currentObstacle].transform.tag == "Ball")
{
spawnXPosition = Random.Range(9f, 10f);
obstacles[currentObstacle].transform.position = new Vector2(spawnXPosition, -1.84f);
ballPrefab.GetComponent<Rigidbody2D>().AddForce(new Vector2(-100f, 0) * 5);
beforeBall = true;
}
I may have some remnants of stuff that I have been testing out, so some of the code may seem redundant and messy.
I also tried using Translate and Velocity with no success. I also have a ScrollingObject code and a RepeatingBackground code. I placed the ScrollingObject code in the Ball prefab too. (Also, tried taking it out -> ball rolls to the right). These codes come from the Unity tutorial.
RepeatingBackground:
public class RepeatingBackground : MonoBehaviour {
private BoxCollider2D groundCollider;
private float groundHorizontalLength;
// Use this for initialization
private void Awake () {
groundCollider = GetComponent<BoxCollider2D>();
groundHorizontalLength = groundCollider.size.x;
}
// Update is called once per frame
private void Update () {
if (transform.position.x < -groundHorizontalLength)
{
RepositionBackground();
}
}
private void RepositionBackground()
{
Vector2 groundOffSet = new Vector2(groundHorizontalLength * 2f, 0);
transform.position = (Vector2)transform.position + groundOffSet;
}
}
ScrollingObjects:
public class ScrollingObject : MonoBehaviour {
private Rigidbody2D rb2d;
// Use this for initialization
void Start () {
rb2d = GetComponent<Rigidbody2D>();
rb2d.velocity = new Vector2(GameControl.instance.scrollSpeed, 0);
}
// Update is called once per frame
void Update () {
if (GameControl.instance.gameOver == true)
{
rb2d.velocity = Vector2.zero;
}
}
}
It looks like you simply named the wrong object in your first example.
if (obstacles[currentObstacle].transform.tag == "Ball")
{
spawnXPosition = Random.Range(9f, 10f);
obstacles[currentObstacle].transform.position = new Vector2(spawnXPosition, -1.84f);
ballPrefab.GetComponent<Rigidbody2D>().AddForce(new Vector2(-100f, 0) * 5);
beforeBall = true;
}
Notice how here you added the force to the prefab, not an instantiated version of the prefab.
I played around a bit more and got it to work. I just wrote another script that added force to the object. I still do not understand why my original way did not work though.
I am making a 2D isometric citybuilding game. The world is devided into tiles and you can click a button to start the placement of a building. The building will follow your mouse across the map and when you click another button it will place (this works fine). But if you want to place a (new) building over another (old) building, that (old) building needs to be destroyed.
All buildings have a Ridgidbody2D (kinedynamic) and a Boxcollider2D.
Picture: The setup for the Building
Ps: this is my first question on this forum if I could improve my questions please tell me.
private bool Place;
public bool Destr;
Vector2 pz;
private SpriteRenderer spriteRenderer;
public void Awake()
{
Place = true;
}
public void Update()
{
if (Place)
{
pz = Camera.main.ScreenToWorldPoint(Input.mousePosition);
if (Mathf.RoundToInt(pz.x) % 2 != 0)
pz.x = Mathf.RoundToInt(pz.x) + 1;
if (Mathf.RoundToInt(pz.x) % 4 == 0)
{
pz.x = Mathf.RoundToInt(pz.x);
if (Mathf.RoundToInt(pz.y) % 2 == 0)
{
pz.y = Mathf.RoundToInt(pz.y) + 1;
}
else
pz.y = Mathf.RoundToInt(pz.y);
}
else
{
pz.x = Mathf.RoundToInt(pz.x);
if (Mathf.RoundToInt(pz.y) % 2 == 0)
{
pz.y = Mathf.RoundToInt(pz.y);
}
else
pz.y = Mathf.RoundToInt(pz.y) + 1;
}
transform.position = pz;
}
if (Input.GetButtonDown("Place2") && Place)
{
Place = false;
float IsoX = Mathf.Abs(pz.x) / 2;
float IsoY = (pz.y - 1 - IsoX) / 2;
spriteRenderer = GetComponent<SpriteRenderer>();
spriteRenderer.sortingOrder = -(20 * Mathf.RoundToInt(IsoY) + Mathf.RoundToInt(IsoX)) + 1;
// New code
for (var i = 0; i < Obj.Count; i++)
{
Destroy(Obj[i]);
}
}
}
void OnCollisionEnter2D(Collision2D other)
{
if(Place)
{
Obj.Add(other.gameObject);
}
}
private void OnCollisionExit2D(Collision2D other)
{
if (Place)
{
Obj.Remove(other.gameObject);
}
}
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.
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
}
}