Destroy Object on Keyboard button press - unity3d

I am Making a game like fire-fighter, i have a scenario that, machine is on fire due to electricity, first player have to switch off electricity, so i made button and show that press o to turn off electricity but i am unable to destroy electricity object, here is my code i do so far, but nothing goes good.
using UnityEngine;
using System.Collections;
public class SwitchONOFF : MonoBehaviour {
public Transform Player;
public Texture texture;
// Use this for initialization
void Start () {
}
// Update is called once per frame
void OnGUI () {
float distance = Vector3.Distance(Player.position, transform.position);
if(distance<2 )
{
GUI.DrawTexture (new Rect (600, 150, 200, 100), texture, ScaleMode.StretchToFill, false);
if (Input.GetKey (KeyCode.O)) {
Destroy (gameObject.tag="chin");// here i want to destroy object with a tag of "chin", but how
}
}
}

You are already doing this wrong by using OnGUI and also searching GameObject to destroy by tag instead of caching the GameObject in the Start function. To get your current code to work, simply replace Destroy (gameObject.tag="chin"); with
Destroy(GameObject.FindWithTag("chin"));
or
Destroy(GameObject.FindGameObjectWithTag("chin"));

Related

Collision system not working. There are no errors, it just wont register that the projectile hit the player

Here is the code in which I was talking about. I can't figure out why my collider isn't working:
using System.Collections.Generic;
using UnityEngine;
public class SphereCollider : MonoBehaviour
{
GameObject obj;
void Awake ()
{
obj = GameObject.FindGameObjectWithTag("Player");
}
// Update is called once per frame
void Update()
{
void OnCollisionEnter(Collision collision)
{
if (collision.gameObject.name == "Player")
{
obj.GetComponent<Health>().health -= 25;
}
}
}
}
Rather than using the code you have, make sure to change some code. This is what you should change: get rid of the obj variable and the awake function. Then instead of finding the object with that name, use tag. Also get rid of Update(){} and take the OnCollisionEnter(){} out of it.
A few more changes are shown in code:
void OnCollisionEnter(Collision collision){
var obj = collision.GameObject;
if (obj.Tag == “Player”){
obj.GetComponent<Health>().health -= 25;
}
}
This will work as long as: the script is called Health, the variable inside Health is called health, and it is set to a float, and the player’s tag is set to Player.
Not sure if the code pasted in the question is just copied over wrong, but OnCollisionEnter() is its own unique method and should not be nested in Update().
If the player will be colliding with this Sphere object often, it is good to cache a component rather than using GetComponent frequently. However I assume in your case this Sphere will be one of many obstacles, so calling the GetComponent in the collision is fine. The issue with your current code is the gameObject you are colliding with might not have the name exactly spelled as Player, which would make your collision check fail. Caching the object that has the tag of Player is a bit redundant when you can just check it inside of the collision check.
I will use your entire snippet of code so there is no confusion
using System.Collections.Generic;
using UnityEngine;
public class SphereCollider : MonoBehaviour
{
void OnCollisionEnter(Collision col)
{
// compare if the collider's gameObjects tag is equal to our target tag (Player)
if (col.gameObject.tag == "Player")
{
// get the component of Health on our gameObject that we collided with that has the tag of Player
obj.GetComponent<Health>().health -= 25;
}
}
}

Pooled GameObject in Unity destroys itself after SetActive if Force is applied

When I retrieve an object from a list of created objects and reactivate it, it destroys itself, but only if I have force applied to start it moving. If I never apply force, everything works as intended and I can keep activating the object over and over.
I've tried putting a debug.log in the OnCollision and it isn't colliding with anything.
As said above, if I never initiate speed, the rest works fine.
When speed is applied, the first projectile works, the second destroys itself.
I've tried manually activating them instead of by code. Same result.
Exception: If I manually activate/deactivate objects myself through the inspector, they work if I only have 1 shot in the pool.
The one shot rule doesn't work if I do it through code. It breaks even if I only have one shot.
All the code worked when I wasn't using pooling.
Spawn code:
void CreateBullet(int GunID)
{
GameObject ShotFired = Guns[GunID].GetComponent<Weapon>().FireWeapon();
if (ShotFired == null)
{
ShotFired = Instantiate(Guns[GunID].GetComponent<Weapon>().Projectile,Guns[GunID].gameObject.transform);
Physics.IgnoreCollision(ShotFired.GetComponent<SphereCollider>(), Guns[GunID].GetComponentInParent<CapsuleCollider>());
Guns[GunID].GetComponent<Weapon>().AmmoPool.Add(ShotFired);
}
ShotFired.transform.position = Guns[GunID].transform.position;
ShotFired.transform.rotation = Guns[GunID].transform.rotation;
ShotFired.SetActive(true);
}
Projectile Code:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Mirror;
public class Projectile : NetworkBehaviour
{
public float Speed;
public float LifeTime;
public float DamagePower;
public GameObject ExplosionFX;
// Start is called before the first frame update
void Start()
{
GetComponent<Rigidbody>().AddRelativeForce(Vector3.up * Speed, ForceMode.VelocityChange);
StartCoroutine(DeactivateSelf(5.0f));
}
private void OnDestroy()
{
Debug.Log("WHY!");
}
IEnumerator DeactivateSelf(float Sec)
{
yield return new WaitForSeconds(Sec);
Explode();
}
private void OnCollisionEnter(Collision collision)
{
if (collision.gameObject.GetComponentInChildren<Vehicle>())
{
collision.gameObject.GetComponentInChildren<Vehicle>().CmdTakeDamage(DamagePower);
}
Explode();
}
void Explode()
{
GameObject ExplosionEvent = Instantiate(ExplosionFX, this.transform.position, Quaternion.identity);
NetworkServer.Spawn(ExplosionEvent);
GetComponent<Rigidbody>().AddRelativeForce(Vector3.zero);
gameObject.SetActive(false);
}
}
Any thoughts welcome. Thanks in advance!
In case anyone else stumbles across this, here's what happened and why assigning a movement speed to the object was what caused the issue.
My projectiles had a 'trailrenderer' on them.
By default 'Autodestruct' is true.
Autodestruct does not destruct the trail, but the game object when the trail disappears. So if you disable anything that had a trail, and activated it through movement, when the object stops moving (say to reposition in an object pool) it will destroy the parent object.
If the object never moves, it never generates a trail, and never needs to be destroyed.
To fix, just uncheck autodestruct.
https://docs.unity3d.com/ScriptReference/TrailRenderer-autodestruct.html

what reference should I put inside Button void OnClick() in unity

When I start to play , it can't jump to the next scene .It also pumps out many error ,one error repeats many times , Coroutine couldn't be started because the the game object 'FadeOut' is inactive!It made me confused since the rawimage is all black and must be inactive before the function onclick.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
public class ToLoading : MonoBehaviour
{
public Button toLoad;
public RawImage fadeOut;
public Text loading;
// Start is called before the first frame update
void Start() //need to SetActive(false); ? if I set it false already in unity
{
}
// Update is called once per frame
void Update()
{
ButtonClicked();
}
public void ButtonClicked() //
{
fadeOut.gameObject.SetActive(true);
loading.gameObject.SetActive(true);
StartCoroutine(ToNextScene());
}
//going to do: fade out> 2 secoonds > to next scene
private IEnumerator ToNextScene()
{
yield return new WaitForSeconds(2);
SceneManager.LoadScene("SceneForMovingAround");
}
}
My question is : Should I put this script ToLoading to the fadeout rawimage ,or create an empty gameobject then put the script to it .Also , how to solve the problem -fade out error.And last , will it a problem about the code of scene part ?all of your help is appreciated, thanks!
Your ButtonClicked() method is executed every frame, which causes the unwanted behaviour your describe.
Remove the entire Update() method with its body from your file and run your game again.
Add gameObject.SetActive(false); to your ButtonClicked() method to deactivate the button upon clicking.
If you have attached the ButtonClicked() method to the OnClick() event in the inspector as you show in your screenshot then it should work as you would expect.

Unity - Text object instancing at wrong position

I'm instancing a small UI canvas with text to appear above a pick up on contact:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PickUpCheck : MonoBehaviour {
public GameObject pickUp;
public GameObject textBox;
public GameObject particle;
private Vector3 pickUpPos;
// Use this for initialization
void Start () {
pickUpPos = pickUp.transform.position;
}
void OnTriggerEnter2D(Collider2D collider)
{
Instantiate(particle, pickUpPos, new Quaternion());
Instantiate(textBox, pickUpPos , new Quaternion());
Destroy(pickUp.gameObject);
}
}
The canvas and text appear somewhere else though. Specifically, at the position of the text object I originally reference in the editor.
I'm not sure why this is overriding the position set in the instance code. I've moved the referenced canvas object prefab around (including to the origin) and re-referenced it to the pick up object and it always will appear at this position instead of the pick up position.
Edit - Just to clarify, pickUp is the game object this script is attached to. The GameObject particle is a particle effect set to instance when the object is collided with. It is unrelated to the current problem.
You're setting the position on Start() which means that it'll get set once when you start running the game.
Have you tried setting it when you need the current position, like this?
void OnTriggerEnter2D(Collider2D collider)
{
pickUpPos = pickUp.transform.position;
Instantiate(particle, pickUpPos, new Quaternion());
Instantiate(textBox, pickUpPos , new Quaternion());
Destroy(pickUp.gameObject);
}
So I found a simple solution to the problem - I assigned the instance of the created object to a variable and then set the position of that variable to the position of the pick up object:
void OnTriggerEnter2D(Collider2D collider)
{
pickUpPos = pickUp.transform.position;
textBox = Instantiate(textBox, pickUpPos , new Quaternion());
textBox.transform.position = pickUpPos;
Destroy(pickUp.gameObject);
}
Works as intended now.

Unity Random is detroying all objects

I'm trying to make the system work so that when a game starts and for each wall, it will either be in the game or not, randomly. Somehow, when I run it, it either keeps or destroys all the walls. How do I fix this?
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class WallGen : MonoBehaviour{
public GameObject wallObject;
System.Random rnd = new System.Random();
// Use this for initialization
void Start () {
generate();
}
void generate()
{
int number = rnd.Next(1, 5);
if (number == 2)
{
OnDestroy();
}
}
private void OnDestroy(){
Destroy(wallObject);
}
// Update is called once per frame
void Update () {
}
}
Every time you do new System.Random() it is initialised using the clock. Now as the Start function is called at the same time, you get the same value for all the gameobjects. You should keep a single Random instance for all gameobjects and keep using Next on the same instance.
Or the easy solution
just Use Random.Range (1,5) instead of rnd.Next(1, 5);
As a side note, don't use the function name OnDestroy, as it is one of the MonoBehaviour functions in Unity and is called automatically when the attached gameobject is destroyed.