Unity2D: Player continues to move after he respawns - unity3d

Okay to be basic, I have a 2d top down click to move game with a small problem. You see I created my player to have three heart lives and that after you get hit by an object you lose a heart, once you lose a heart the player automatically re-spawn back to where he started. however I'm having problems with player's movement, as mentioned before to move my player you have to click around (click to move). When I click to a place and I get hit by an object my player does go back to where it started off at (which is what I want) but after it reset back to where it was in the beginning, my player would continue to move until it get to the destination (which is not want I want)
This is my player movement's script:
public class PlayerMovement : MonoBehaviour {
private Animator anim;
public float speed = 15f;
private Vector3 target;
public PlayerMovement playerMovementRef;
private bool touched;
void Start () {
target = transform.position;
anim = GetComponent<Animator> ();
}
void Update () {
if (Input.GetMouseButtonDown (0)) {
Vector3 mousePosition = Input.mousePosition;
mousePosition.z = 10; // distance from the camera
target = Camera.main.ScreenToWorldPoint(mousePosition);
target.z = transform.position.z;
}
transform.position = Vector3.MoveTowards(transform.position, target, speed * Time.deltaTime);
var movementDirection = (target - transform.position).normalized;
if (movementDirection.x != 0 || movementDirection.y != 0) {
anim.SetBool ("walking", false);
anim.SetFloat("SpeedX", movementDirection.x);
anim.SetFloat("SpeedY", movementDirection.y);
anim.SetBool ("walking", true);
}
}
void FixedUpdate () {
float LastInputX = transform.position.x - target.x;
float LastInputY = transform.position.y - target.y;
if (touched) {
if (LastInputX != 0 || LastInputY != 0) {
anim.SetBool ("walking", true);
if (LastInputX < 0) {
anim.SetFloat ("LastMoveX", 1f);
} else if (LastInputX > 0) {
anim.SetFloat ("LastMoveX", -1f);
} else {
anim.SetFloat ("LastMoveX", 0f);
}
if (LastInputY > 0) {
anim.SetFloat ("LastMoveY", 1f);
} else if (LastInputY < 0) {
anim.SetFloat ("LastMoveY", -1f);
} else {
anim.SetFloat ("LastMoveY", 0f);
}
}
}else{
touched = false;
anim.SetBool ("walking", false);
}
}
}
And this is my Player's health script (this script respawns my player back to where it started after he is hit by an object):
public class PlayerHealth : MonoBehaviour {
//Stats
public int curHealth;
public int maxHealth = 3;
Vector3 startPosition;
void Start ()
{
curHealth = maxHealth;
startPosition = transform.position;
}
void Update ()
{
if (curHealth > maxHealth) {
curHealth = maxHealth;
}
if (curHealth <= 0) {
Die ();
}
}
void Die ()
{
//Restart
Application.LoadLevel (Application.loadedLevel);
}
public void Damage(int dmg)
{
curHealth -= dmg;
Reset();
}
void Reset()
{
transform.position = startPosition;
}
}

So when you first click a location that the player walk towards,
Input.GetMouseButtonDown (0) is true, so inside of the if statement you set mousePosition with the following line:
Vector3 mousePosition = Input.mousePosition;
and then you set the target equal to that with
target = Camera.main.ScreenToWorldPoint(mousePosition);
The problem is that outside of the if statement, but within the update method, you have
transform.position = Vector3.MoveTowards(transform.position, target, speed * Time.deltaTime);
Where the player's postition is continually changed to move towards the target. This is causing the problem because update() is constantly being called, even after you respawn, and if you don't assign the target a different value, your player will still move towards target, which was set before the player dies.
So put simply, target is only set once when you click a place to move, but your character always moves towards target, even after he respawns. Inside of the Start() method, write something like PlayerMovement.target = startPosition
Keep in mind target will either have to be public or have a public getter and setter in order to be able to access it from your health class.

Related

How to get OnTriggerStay to work on every frame?

so I have this code :
public class ball_physics : MonoBehaviour
{
public Rigidbody ball;
public open2close claw;
public Vector3 offset;
Rigidbody rb;
private float forceMultiplier = 20;
private bool isShoot;
Vector3 start_position;
public path path;
void Start()
{
rb = GetComponent<Rigidbody>();
rb.Sleep();
start_position = transform.position;
}
void Update()
{
// *************
}
void Shoot(Vector3 Force)
{
if (isShoot)
{
print("isshot false");
return;
}
rb.AddForce(new Vector3(Force.x, Force.y,Force.z)* forceMultiplier);
isShoot = true;
path.Instance.HideLine();
}
private void OnTriggerStay(Collider ball)
{
if (isShoot)
{
return;
}
print("ontriggerstay");
if (claw.isClosed && claw.transform.gameObject.tag == "claw" )
{
print("claw");
//rb.Sleep();
transform.position = claw.rightClaw.transform.position + offset;
Vector3 forceInit = (start_position - transform.position);
path.Instance.UpdateTrajectory(forceInit * forceMultiplier, rb, transform.position);
}
}
private void OnTriggerExit(Collider ball)
{
if (claw.isClosed && claw.transform.gameObject.tag == "claw")
{
rb.WakeUp();
}
if (claw.isClosed == false)
{
Shoot(start_position - transform.position);
}
}
}
So on my other codes I have OnStayTrigger, which basically a clawhand grabs a ball and pulls. But this code is suppose to show a trajectory line and shoot. When I shoot the first time it works. But when I try again, The clawhand can grab the ball but it doesnt show the trajectory line nor shoots it. So im guessing this is the code that needs to be fixed. How can I make OnTriggerStay work all the time. I wouldnt want to change any code because it works perfectly. How can I just keep updating the OnTriggerstay so it can work?
At first glance it appears that You never set isShoot back to false, so it would never fire again because in OnTriggerStay you have it return if isShoot = true.

Why is my raycast not detecting the object?

Im currently on a project where i need to detect if an object is in front of an other, so if it's the case the object can't move, because one is in front of it, and if not the object can move.
So im using here a raycast, and if the ray hit something I turn a bool to true. And in my scene, the ray hits but never turning it to true.
I precise that both of my objects as 2D colliders and my raycast is a 2DRaycast, I previously add to tick "Queries Start in colliders" in physics 2D so my ray won't detect the object where I cast it.
Please save me.
Here is my code :
float rayLength = 1f;
private bool freeze = false;
private bool moving = false;
private bool behindSomeone = false;
Rigidbody2D rb2D;
public GameObject cara_sheet;
public GameObject Monster_view;
public GameObject monster;
void Start()
{
rb2D = GetComponent<Rigidbody2D>();
}
void Update()
{
Movement();
DetectQueuePos();
}
private void Movement()
{
if(freeze || behindSomeone)
{
return;
}
if(Input.GetKeyDown(KeyCode.Space))
{
Debug.Log("Move");
moving = true;
//transform.Translate(Vector3.up * Time.deltaTime, Space.World);
}
if(moving)
{
transform.Translate(Vector3.up * Time.deltaTime, Space.World);
}
}
private void OnTriggerEnter2D(Collider2D collision)
{
if (!collision.CompareTag("Bar"))
{
return;
}
StartCoroutine(StartFreeze());
}
public void DetectQueuePos()
{
RaycastHit2D hit = Physics2D.Raycast(this.transform.position, this.transform.position + this.transform.up * rayLength, 2f);
Debug.DrawLine(this.transform.position, this.transform.position + this.transform.up * rayLength, Color.red, 2f);
if (hit.collider != null)
{
print(hit.collider.name);
}
if(hit.collider != null)
{
Debug.Log("Behind true");
//Destroy(hit.transform.gameObject);
behindSomeone = true;
}
}
IEnumerator StartFreeze()
{
yield return new WaitForSeconds(1f);
rb2D.constraints = RigidbodyConstraints2D.FreezeAll;
freeze = true;
moving = false;
cara_sheet.SetActive(true);
Monster_view.SetActive(true);
}
While Debug.DrawLine expects a start position and an end position a Physics2D.Raycast expects a start position and a direction.
You are passing in what you copied from the DrawLine
this.transform.position + this.transform.up * rayLength
which is a position, not a direction (or at least it will a completely useless one)! Your debug line and your raycast might go in completely different directions!
In addition to that you let the line have the length rayLength but in your raycasts you pass in 2f.
It should rather be
Physics2D.Raycast(transform.position, transform.up, rayLength)

Physics2D.OverlapBox shows inconsistent behaviour

Recently I started working with Unity, this is the first time I'm trying to build a 2d platformer.
For some reason, when I press the jump button, there is a random chance that it will actually make the player jump. Probably around 1 in 50 that it actually jumps.
I just can't figure out why its doing that. Do you know what I'm doing wrong here?
using UnityEngine;
public class Player : MonoBehaviour
{
public float movespeed = 5f;
public float jumpforce = 5f;
public Rigidbody2D player;
public LayerMask layerMaskPlatforms;
private float movementHorizontalInput;
private bool jumpInput;
private float lastTimeOnGroundInSeconds = 0f;
private float lastTimePressedJump = 0f;
void OnBecameInvisible()
{
// todo: restart game
}
void Update()
{
movementHorizontalInput = Input.GetAxisRaw("Horizontal");
jumpInput = Input.GetButtonDown("Jump");
}
void FixedUpdate()
{
if (jumpInput)
{
AttemptJump();
lastTimePressedJump = 0.2f;
}
else if (lastTimePressedJump > 0)
{
AttemptJump();
lastTimePressedJump -= Time.deltaTime;
}
if (IsOnGround())
{
lastTimeOnGroundInSeconds = 0.2f;
}
else if (lastTimeOnGroundInSeconds > 0)
{
lastTimeOnGroundInSeconds -= Time.deltaTime;
}
player.velocity = new Vector2(movementHorizontalInput * movespeed * Time.deltaTime * 50f, player.velocity.y);
}
private void AttemptJump()
{
if (lastTimeOnGroundInSeconds > 0)
{
player.AddForce(new Vector2(0, jumpforce), ForceMode2D.Impulse);
lastTimeOnGroundInSeconds = 0;
}
}
private bool IsOnGround()
{
Vector2 groundedCheckPosition = (Vector2)transform.position + new Vector2(0, -0.01f);
var overlapBox = Physics2D.OverlapBox(groundedCheckPosition, transform.localScale, 0, layerMaskPlatforms);
return overlapBox;
}
}
One major issue is that the jump input is being polled every frame (Update), but the jump code is done every several frames (FixedUpdate), so if you press jump, it is most likely the FixedUpdate method will never see that jump, explaining why it happens so rarely.
You'd need to save the jump state (maybe in a boolean), so by the time Fixed Update happens, it knows that that a jump occurred. Then set that jump to false, and do the jump logic.

How to optimize jump like in Flappy Bird in Unity?

I can write somehow this code for optimization?
If not use coroutines, when I click on space the next jump has more force and so on.
If use rb.MovePosition, the character will move as if 15 fps. I know, change Time in settings. But I want to know if exist another method...
private void Update() {
if(Input.GetKeyDown(KeyCode.Space)) {
StopAllCoroutines();
StartCoroutine(Jump());
}
}
private IEnumerator Jump() {
if(rb.bodyType != RigidbodyType2D.Dynamic) {
rb.bodyType = RigidbodyType2D.Dynamic;
}
rb.constraints = RigidbodyConstraints2D.FreezePositionY;
_pos = transform.position;
for (float t = 0; t < 1; t += Time.deltaTime * 4f)
{
transform.position = Vector3.Lerp(transform.position, new Vector3(transform.position.x, _pos.y + .35f, transform.position.z), t);
yield return null;
}
rb.constraints = RigidbodyConstraints2D.None;
}
Rigidbodies exist so you don't need to directly adjust an object's transform. Since you have a Rigidbody2d you can just set the velocity directly:
public float jumpSpeed = 5f; // Whatever feels right
private void FixedUpdate() {
if(Input.GetKeyDown(KeyCode.Space)) {
rb.velocity = Vector2.up * jumpSpeed;
}
}
(Edited to use velocity instead of AddForce)

Smooth Player Ball Rolling - Unity 3D

I was trying to achieve this kind of player ball movement:
Catch Up (Ketchapp)
From my side I have tried and record a video of my current implementation:
CatchUpBallMovementDemo
Two kinds of problem, I was facing:
ball making so much jerk while moving on the plain track that I hope you have clearly noticed in my recorded video
when ball reach left or right edge and you try to swipe its making jerk again rather than remain restricted because clamping related code already added
I have just created a demo project so here I am providing the link for it so personally you can check and provide me a suggestion for making ball movement perfect.
Demo Project Source Link: CatchUpBallDemo
Demo Project SIZE 20MB
What at present making jerk in ball movement that I can't able to decide, whether its following camera jerk, whether ball not moving properly though I have created a plain track for checking purpose.
Ball Inspector Detail:
Complete code added within the working demo project. Share your suggestions with me to solve this.
Code Scripts:
BallController
[RequireComponent (typeof(Rigidbody))]
public class BallController : MonoBehaviour
{
//
private Rigidbody myRigidBody;
private bool isJumper;
private bool allowSpeedIncrease;
private BallInputHandler ballInputHandler;
private float speed;
private float speedMilestone;
private float jumpCounter;
private float scoreElapsedTime;
[SerializeField]
private bool isGrounded;
//
public float ballHorzRange;
public float ballStartSpeed;
public float ballTopSpeed;
public float smoothnessValue;
public float smoothnessX;
private void Awake ()
{
DoOnAwake ();
}
private void DoOnAwake ()
{
ballInputHandler = GetComponent<BallInputHandler> ();
myRigidBody = GetComponent<Rigidbody> ();
speed = ballStartSpeed;
speedMilestone = ballStartSpeed;
}
public void Start ()
{
DoOnStart ();
}
private void DoOnStart ()
{
// assinging player transform to camera to follow
Camera.main.GetComponent<CameraFollow> ().FollowPlayer (transform);
}
void Update ()
{
// slowly increase ball moving speed
if (allowSpeedIncrease) {
speed += Time.deltaTime;
if (speed >= speedMilestone) {
allowSpeedIncrease = false;
speed = speedMilestone;
}
}
}
void FixedUpdate ()
{
// do jumping
if (isJumper) {
jumpCounter++;
if (jumpCounter >= 3) {
isJumper = false;
jumpCounter = 0;
}
myRigidBody.AddForce (Vector3.up * 700f);
}
// applying continuous forward velocity
Vector3 nextVelocity = myRigidBody.velocity;
nextVelocity.x = ballInputHandler.horizontalInput * smoothnessX;
nextVelocity.z = speed;
if (isGrounded) {
nextVelocity.y = 0;
} else if (!isJumper) {
nextVelocity.y -= speed * 0.1f;
}
myRigidBody.velocity = nextVelocity.normalized * speed;
ClampingBallMovement ();
}
// ball horizontal movement limitation
private void ClampingBallMovement ()
{
Vector3 currRigidbodyPos = myRigidBody.position;
if (currRigidbodyPos.x <= -ballHorzRange || currRigidbodyPos.x >= ballHorzRange) {
currRigidbodyPos.x = Mathf.Clamp (currRigidbodyPos.x, -ballHorzRange, ballHorzRange);
myRigidBody.position = currRigidbodyPos;
}
}
void OnTriggerEnter (Collider other)
{
if (other.CompareTag (GameConstants.TAG_TRACK_SPAWNER)) {
GameController.Instance.SpawnPlateform ();
} else if (other.CompareTag (GameConstants.TAG_TRACK_DESTROYER)) {
Destroy (other.transform.parent.gameObject);
}
}
}
BallMeshRolling
public class BallMeshRolling : MonoBehaviour
{
private Vector3 ballLastPosition;
void Start ()
{
ballLastPosition = transform.parent.position;
}
void Update ()
{
// implementation-1
float speed = Vector3.Distance (transform.parent.position, ballLastPosition) * 30f;
transform.RotateAround (transform.position, Vector3.right, speed);
// float dragDifference = (transform.position.x - ballLastPosition.x) * 30f;
// transform.RotateAround (transform.position, Vector3.forward, dragDifference);
ballLastPosition = transform.parent.position;
}
}
CameraFollow
public class CameraFollow : MonoBehaviour
{
//
private Vector3 newPos;
private Vector3 initialPosition;
//
public Transform player;
public Vector3 offSet;
void Awake ()
{
initialPosition = transform.position;
}
void LateUpdate ()
{
if (!player)
return;
newPos = player.position + offSet;
newPos.x = ReMap (newPos.x);
newPos.y = Mathf.Clamp (newPos.y, initialPosition.y, initialPosition.y + 1f);
// transform.position = newPos;
transform.position = Vector3.Lerp (transform.position, newPos, 10f * Time.deltaTime);
}
public void FollowPlayer (Transform target)
{
player = target;
ResetCamera ();
}
public float ReMap (float value, float from1 = -4f, float to1 = 4f, float from2 = -2.5f, float to2 = 2.5f)
{
return (value - from1) / (to1 - from1) * (to2 - from2) + from2;
}
public void ResetCamera ()
{
transform.position = initialPosition;
}
}
I could solve the second problem by simply adding this to BallController.ClampingBallMovement():
private void ClampingBallMovement ()
{
Vector3 currRigidbodyPos = myRigidBody.position;
if (currRigidbodyPos.x <= -ballHorzRange || currRigidbodyPos.x >= ballHorzRange) {
currRigidbodyPos.x = Mathf.Clamp (currRigidbodyPos.x, -ballHorzRange, ballHorzRange);
myRigidBody.position = currRigidbodyPos;
}
// I ADDED THIS
// Clamp the velocity as well
if (currRigidbodyPos.x <= -ballHorzRange && myRigidBody.velocity.x < 0 || currRigidbodyPos.x >= ballHorzRange && myRigidBody.velocity.x > 0)
{
myRigidBody.velocity = new Vector3(0, myRigidBody.velocity.y, myRigidBody.velocity.z);
}
}
you clamped the position but did not clamp the velocity as well.
I could not reproduce the first jerking arround on my PC.