Pause menu, health bar is not pausing - unity3d

Whenever I press escape button,my game paused and gui shows but my health bar at canvas does not pause.. here is my code.. any suggestions
using UnityEngine;
using System.Collections;
public class PauseMenu : MonoBehaviour {
bool paused = false;
void Update()
{
if(Input.GetButtonDown("pauseButton"))
paused = togglePause();
}
void OnGUI()
{
if(paused)
{
if(GUI.Button(new Rect(Screen.width/2- 100,Screen.height/2+1,180,40),"Resume Game"))
paused = togglePause();
}
}
bool togglePause()
{
if(Time.timeScale == 0f)
{
Time.timeScale = 1f;
return(false);
}
else
{
Time.timeScale = 0f;
return(true);
}
}
}

Time.timeScale = 0 doesn't stop everything.
If it would stop everything your game would freeze and be completly unresponsive. If your damaging is called e.g. in Update and doesn't use Time.deltaTime it will still be called.

Related

Bullet doesnt dissapear when hittign a collision unity 2d

enter image description herei am making a script where the player can shoot in my unity game. This works but the bullet doesnt go away when hitting a collision. Can anyone help me with this problem? this is the code:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BulletDie : MonoBehaviour
{
public GameObject diePEffect;
public float dieTime;
// Start is called before the first frame update
void Start()
{
StartCoroutine(Timer());
}
// Update is called once per frame
void Update()
{
}
private void OncollisionEnter2D(Collision2D collision)
{
GameObject collisionGameObject = collision.gameObject;
if (collisionGameObject.name != "Player")
{
Die();
}
}
IEnumerator Timer()
{
yield return new WaitForSeconds(dieTime);
Die();
}
void Die()
{
if (diePEffect != null)
{
Instantiate(diePEffect, transform.position, Quaternion.identity);
}
Destroy(gameObject);
}
}

Trying to set gravity modifier with script

I want to set the gravity modifier of an object to 2 when the mouse is clicked down, then go back down to .3 when it is released.
I think its just a simple stupid error.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Move : MonoBehaviour
{
public Rigidbody2D rb;
public float idle = .3f;
void Start()
{
rb = GetComponent<Rigidbody2D>();
}
void Update()
{
if (Input.GetMouseButtonDown(0))
{
rb.gravityScale = 2f;
}
else
{
rb.gravityScale = .3f;
}
}
}
GetMouseButtonDown will only return true on the exact frame that the mouse button was pressed down. This means that if you hold it down, your else block will run every frame other than the one it was pressed. You can instead check for the mouse being released with GetMouseButtonUp and change it back when that happens:
if (Input.GetMouseButtonDown(0))
{
rb.gravityScale = 2f;
}
if (Input.GetMouseButtonUp(0))
{
rb.gravityScale = .3f;
}
or you can be more specific with your first if and then use an empty else:
if (Input.GetMouseButtonDown(0) || Input.GetMouseButton(0))
{
rb.gravityScale = 2f;
}
else
{
rb.gravityScale = .3f;
}
GetMouseButton will return true during any frame it's held.

Mute button does not work when I switch the scenes

AudioManager and sound effects are working just fine at the beginning of scene, however it does not work when i switch the scenes. Or even with the same scene.
I would be grateful if you could help with that and PlayerPrefs issue. I have been searching all around the forum about PlayerPrefs but i could not be sure about what to type.
Thank you very much.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Audio;
using System;
public class AudioManager : MonoBehaviour {
bool mutebutton = false;
public Sound[] sounds;
public static AudioManager instance;
// Use this for initialization
void Awake () {
if (instance == null)
instance = this;
else
{
Destroy(gameObject);
return;
}
DontDestroyOnLoad(gameObject);
foreach (Sound s in sounds)
{
s.source = gameObject.AddComponent<AudioSource>();
s.source.clip = s.clip;
s.source.volume = s.volume;
}
}
void Start()
{
Play("Theme");
PlayerPrefs.SetFloat("volume", AudioListener.volume);
PlayerPrefs.Save();
}
// Update is called once per frame
public void Play (string name)
{
Sound s = Array.Find(sounds, sound => sound.name == name);
s.source.Play();
}
public void Mute()
{
if (!mutebutton)
{
mutebutton = true;
AudioListener.volume = 0;
}
else
{
mutebutton = false;
AudioListener.volume = 1;
}
}
}
If you only miss "Theme" sound on scene load:
Start() method won't be called again on scene load.
You have to actively call Play("Theme") after loading a scene.

How to make an enemy stop when he enter the required distance to shoot

The problem that i have is that when the enemy enters the range to shoot it stops and never follows the player again even if the player gets out of the shooting range. To detect if the player entered the shooting range I have made a sphere collider for the enemy.
using UnityEngine;
using System.Collections;
public class EnemyWithRifleMovement : MonoBehaviour {
private GameObject player;
private NavMeshAgent nav;
private bool playerInRange = false;
private Rigidbody rb;
void Awake()
{
rb = GetComponent<Rigidbody>();
player = GameObject.FindGameObjectWithTag("Player").gameObject;
nav = GetComponent<NavMeshAgent>();
}
void Update()
{
if(playerInRange)
{
nav.SetDestination(transform.position);
}
else if(playerInRange == false)
nav.SetDestination(player.transform.position);
}
void OnTriggerEnter(Collider other)
{
if(other.gameObject.CompareTag("Player"))
{
playerInRange = true;
}
}
void OnTriggetExit(Collider other)
{
if(other.gameObject.CompareTag("Player"))
{
playerInRange = false;
}
}
}
Your code looks all fine, except there is one typo. Replace OnTriggetExit with OnTriggerExit, and it should work!
Also, in my opinion it is easier to get the distance between the enemy and the player by doing playerInRange = (Vector3.Distance(transform.position, player) <= range.

Touch Controls unity 2D

I have script called PlayerCharacter to control a player on the Unity 2D Platform. It's perfect, working as usual.
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
[RequireComponent(typeof (Rigidbody2D))]
[RequireComponent(typeof(BoxCollider2D))]
public class PlayerCharacter : MonoBehaviour
{
public float speed = 1.0f;
public string axisName = "Horizontal";
private Animator anim;
public string jumpButton = "Fire1";
public float jumpPower = 10.0f;
public float minJumpDelay = 0.5f;
public Transform[] groundChecks;
private float jumpTime = 0.0f;
private Transform currentPlatform = null;
private Vector3 lastPlatformPosition = Vector3.zero;
private Vector3 currentPlatformDelta = Vector3.zero;
// Use this for initialization
void Start ()
{
anim = gameObject.GetComponent<Animator>();
}
// Update is called once per frame
void Update ()
{
//Left and right movement
anim.SetFloat("Speed", Mathf.Abs(Input.GetAxis(axisName)));
if(Input.GetAxis(axisName) < 0)
{
Vector3 newScale = transform.localScale;
newScale.x = -1.0f;
transform.localScale = newScale;
Debug.Log("Move to left");
}
else if(Input.GetAxis(axisName) > 0)
{
Vector3 newScale = transform.localScale;
newScale.x = 1.0f;
transform.localScale = newScale;
Debug.Log ("Move to Right");
}
transform.position += transform.right*Input.GetAxis(axisName)*speed*Time.deltaTime;
//Jump logic
bool grounded = false;
foreach(Transform groundCheck in groundChecks)
{
grounded |= Physics2D.Linecast(transform.position, groundCheck.position, 1 << LayerMask.NameToLayer("Ground"));
}
anim.SetBool("Grounded", grounded);
if(jumpTime > 0)
{
jumpTime -= Time.deltaTime;
}
if(Input.GetButton("jumpButton") && anim.GetBool("Grounded") )
{
anim.SetBool("Jump",true);
rigidbody2D.AddForce(transform.up*jumpPower);
jumpTime = minJumpDelay;
}
if(anim.GetBool("Grounded") && jumpTime <= 0)
{
anim.SetBool("Jump",false);
}
//Moving platform logic
//Check what platform we are on
List<Transform> platforms = new List<Transform>();
bool onSamePlatform = false;
foreach(Transform groundCheck in groundChecks)
{
RaycastHit2D hit = Physics2D.Linecast(transform.position, groundCheck.position, 1 << LayerMask.NameToLayer("Ground"));
if(hit.transform != null)
{
platforms.Add(hit.transform);
if(currentPlatform == hit.transform)
{
onSamePlatform = true;
}
}
}
if(!onSamePlatform)
{
foreach(Transform platform in platforms)
{
currentPlatform = platform;
lastPlatformPosition = currentPlatform.position;
}
}
}
void LateUpdate()
{
if(currentPlatform != null)
{
//Determine how far platform has moved
currentPlatformDelta = currentPlatform.position - lastPlatformPosition;
lastPlatformPosition = currentPlatform.position;
}
if(currentPlatform != null)
{
//Move with the platform
transform.position += currentPlatformDelta;
}
}
}
A problem arises when I try to modify the script with a touchable controller. I have googled many times and modified the script as I could, and still it gives me no result (btw, I'm new to Unity). Then I found a tutorial from a website about making a touch controller with a GUI Texture (TouchControls). I think that tutorial is easy to learn. Here is the script
using UnityEngine;
using System.Collections;
[RequireComponent(typeof (Rigidbody2D))]
[RequireComponent(typeof(BoxCollider2D))]
public class TouchControls : MonoBehaviour {
// GUI textures
public GUITexture guiLeft;
public GUITexture guiRight;
public GUITexture guiJump;
private Animator anim;
// Movement variables
public float moveSpeed = 5f;
public float jumpForce = 50f;
public float maxJumpVelocity = 2f;
// Movement flags
private bool moveLeft, moveRight, doJump = false;
void Start ()
{
anim = gameObject.GetComponent<Animator>();
}
// Update is called once per frame
void Update () {
// Check to see if the screen is being touched
if (Input.touchCount > 0)
{
// Get the touch info
Touch t = Input.GetTouch(0);
// Did the touch action just begin?
if (t.phase == TouchPhase.Began)
{
// Are we touching the left arrow?
if (guiLeft.HitTest(t.position, Camera.main))
{
Debug.Log("Touching Left Control");
moveLeft = true;
}
// Are we touching the right arrow?
if (guiRight.HitTest(t.position, Camera.main))
{
Debug.Log("Touching Right Control");
moveRight = true;
}
// Are we touching the jump button?
if (guiJump.HitTest(t.position, Camera.main))
{
Debug.Log("Touching Jump Control");
doJump = true;
}
}
// Did the touch end?
if (t.phase == TouchPhase.Ended)
{
// Stop all movement
doJump = moveLeft = moveRight = false;
}
}
// Is the left mouse button down?
if (Input.GetMouseButtonDown(0))
{
// Are we clicking the left arrow?
if (guiLeft.HitTest(Input.mousePosition, Camera.main))
{
Debug.Log("Touching Left Control");
moveLeft = true;
}
// Are we clicking the right arrow?
if (guiRight.HitTest(Input.mousePosition, Camera.main))
{
Debug.Log("Touching Right Control");
moveRight = true;
}
// Are we clicking the jump button?
if (guiJump.HitTest(Input.mousePosition, Camera.main))
{
Debug.Log("Touching Jump Control");
doJump = true;
}
}
if (Input.GetMouseButtonUp(0))
{
// Stop all movement on left mouse button up
doJump = moveLeft = moveRight = false;
}
}
void FixedUpdate()
{
//anim.SetFloat("Speed", Mathf.Abs);
// Set velocity based on our movement flags.
if (moveLeft)
{
rigidbody2D.velocity = -Vector2.right * moveSpeed;
}
if (moveRight)
{
rigidbody2D.velocity = Vector2.right * moveSpeed;
}
if (doJump)
{
// If we have not reached the maximum jump velocity, keep applying force.
if (rigidbody2D.velocity.y < maxJumpVelocity)
{
rigidbody2D.AddForce(Vector2.up * jumpForce);
} else {
// Otherwise stop jumping
doJump = false;
}
}
}
}
But I have no idea how to implement the script from the tutorial (TouchControls) and assign that to my player control script (PlayerCharacter). How can I combine both scripts so that a player can control it with a touchable control?
The best thing you can do is not to drag the touch controls from the touchcontrols tutorial to the playercontroller but the other way around, use the touchcontrols tutorial script as your template.
Since your playercontroller uses floats in its input such as moveleft = 50.0f; and the touchcontrols uses moveleft = true;
the scripts are very different from each other to just merge and work.
so from that in the touchcontrols leave the update function as it is,
and only update the fixedupate function with your controls logic since
the update void, is the condition controller for right, left, up & down so to speak.
and it will also handle the actual input of the touch.
the fixed update could then control some things that the playercontroller has such as
apply force when touching a tagged object or stuff like that.
and the update only does the input condition, good advice would be to wrap the update touch code in its own function so the update is not only touch but also other game logic related code.
You should search use copy the touch control script inside the player controller while changing the right parts. For example, instead of using Input.GetKeyDown you should use the Input.GetTouch but it depends on the game you are creating. You should pay attention to that code and change some parts