So what I am trying to accomplish is when I load a scene I want to have certain objects to be active or inactive depending on their the information saved in my files.
Example being :
In my game, when I load one of my scenes there is a wall, then I push a bookcase to a certain point and triggers the wall to be set to inactive. I exit this scene and come back to the scene and the wall is active again. What I want is when the wall is set inactive, it stays inactive even when I leave the scene and and won't appear when I come back to the scene later.
The trouble I am having is how to do this. At the moment what I have is when the player clicks the "New Game" button I generate a new Game_Info and select the Default() :
[Serializable]
public class Game_Info {
public bool WoodWallEnabled;
public void Default(){
WoodWallEnabled = true;
}
}
My WoodWall script :
public class Get_WoodWall_Info : MonoBehaviour {
void Awake () {
gameObject.SetActive (Helper_Manager.instance.gameInfo.WoodWallEnabled);
}
}
I have a feeling I am not doing this the right way and that there is a better way to handle this, especially since doing like this would need a unique script for each gameobject that I would like to manipulate through my saved file (Get_WoodWall_Info, Get_WoodWall_Info1, etc...) but even if I created enourmous amounts of scripts to do this, I can't find a way to save the state of the gameobjects.
How would you handle and pass around this kind of data?
If you are saving only WoodWallEnabled variable then simple use PlayerPref as mentioned above. Now, if you are saving the whole scene info such as object position or every variable in Game_Info class, you have to convert the class to Json with JsonUtility.ToJson, then save it using PlayerPref. Then to load it, you use PlayerPref to load it then Serialize it back to your Game_Info class with JsonUtility.FromJson.
A full working examples that includes arrays:
Serialize and Deserialize Json and Json Array in Unity
I think PlayerPref is a good choice in this situation.
You can do like this:
Call PlayerPrefs.SetInt("wall enabled", active ? -1 : 0); to save the state of your wood wall with active is the state of the wall.
And in Get_WoodWall_Info, instead of using the value in the Help Manager, use
PlayerPrefs.GetInt("wall enabled") != 0
Values in PlayerPrefs will be saved through game sessions, so you may want to set the wall enabled key to 0 when you start a new game.
EDIT
#JoeyL Why don't you create one script for all your game objects, like this:
public class StateHandler : MonoBehaviour {
void Awake () {
string keyName = UnityEngine.SceneManagement.SceneManager.GetActiveScene().name + gameObject.name;
if (PlayerPrefs.GetInt(keyName) == 0)
gameObject.SetActive(false);
}
public void SetActiveState (bool state) {
string keyName = UnityEngine.SceneManagement.SceneManager.GetActiveScene().name + gameObject.name;
PlayerPrefs.SetInt(keyName, state ? -1 : 0);
gameObject.SetActive(state);
}
}
This will use your current scene name and your attached game object name as the key, so you just need to make sure all gameobjects using this script have distinct names.
Related
I am struggling to find a good tutorial or informations that would allow me to select multiple objects in 3D in a user friendly manner.
So far, the best tutorial I found is this one : https://sharpcoderblog.com/blog/unity-3d-rts-style-unit-selection. The tutorial works by using the transform.position of the selectable objects and checking if it within the user's selection.
What I wish is to have the user be able to select a unit even if it is only partially within the user's selection such as most RTS games do ( both in 2D and 3D ).
One possibility would be to create a temporary mesh using the camera's clipping distances and the user's selection and then check for collisions but I was not able to find any tutorials using this method nor do I know if it is the best approach to the subject.
If I understand correctly you want to
somehow start a selection
collect every object that was "hit" during the collection
somehow end the collection
Couldn't you simply use raycasting? I will assume simple mouse input for now but you could basically port this to whatever input you have.
// Just a little helper class for an event in the Inspector you can add listeners to
[SerializeField]
public class SelectionEvent : UnityEvent<HashSet<GameObject>> { }
public class SelectionController : MonoBehaviour
{
// Adjust via the Inspector and select layers that shall be selectable
[SerializeField] private LayerMask includeLayers;
// Add your custom callbacks here either via code or the Inspector
public SelectionEvent OnSelectionChanged;
// Collects the current selection
private HashSet<GameObject> selection = new HashSet<GameObject>();
// Stores the current Coroutine controlling he selection process
private Coroutine selectionRoutine;
// If possible already reference via the Inspector
[SerializeField] private Camera _mainCamera;
// Otherwise get it once on runtime
private void Awake ()
{
if(!_mainCamera) _mainCamera = Camera.main;
}
// Depending on how exactly you want to start and stop the selection
private void Update()
{
if(Input.GetMouseButtonDown(0))
{
StartSelection();
}
if(Input.GetMouseButtonUp(0))
{
EndSelection();
}
}
public void StartSelection()
{
// if there is already a selection running you don't wanr to start another one
if(selectionRoutine != null) return;
selectionRoutine = StartCoroutine (SelectionRoutine ());
}
public void EndSelection()
{
// If there is no selection running then you can't end one
if(selectionRoutine == null) return;
StopCoroutine (selectionRoutine);
selectionRoutine = null;
// Inform all listeners about the new selection
OnSelectionChanged.Invoke(new HashSet<GameObject>(selection);
}
private IEnumerator SelectionRoutine()
{
// Start with an empty selection
selection.Clear();
// This is ok in a Coroutine as long as you yield somewhere within it
while(true)
{
// Get the ray shooting forward from the camera at the mouse position
// for other inputs simply replace this according to your needs
var ray = _mainCamera.ScreenPointToRay(Input.mousePosition);
// Check if you hit any object
if(Physics.Raycast(ray, out var hit, layerMask = includeLayers ))
{
// If so Add it once to your selection
if(!selection.Contains(hit.gameObject)) selection.Add(hit.gameObject);
}
// IMPORTANT: Tells Unity to "pause" here, render this frame
// and continue from here in the next frame
// (without this your app would freeze in an endless loop!)
yield return null;
}
}
}
Ofcourse you could do it directly in Update in this example but I wanted to provide it in a way where you can easily exchange the input method according to your needs ;)
From UX side you additionally might want to call a second event like OnSelectionPreviewUpdate or something like this every time you add a new object to the selection in order to be able to e.g. visualize the selection outcome.
I might have understood this wrong and it sounds like you rather wanted to get everything inside of a drawn shape.
This is slightly more complex but here would be my idea for that:
Have a dummy selection Rigidbody object that by default is disabled and does nothing
don't even have a renderer on it but a mesh filter and mesh collider
while you "draw" create a mesh based on the input
then use Rigidbody.SweepTestAll in order to check if you hit anything with it
Typed on smartphone but I hope the idea gets clear
I think I would try to create a PolygonCollider2D because it is quite simple comparing to creating a mesh. You can set its path (outline) by giving it 2D points like location of your pointer/mouse. Use the SetPath method for it. You can then use one of its methods to check if another point in space overlaps with that collider shape.
While the PolygonCollider2D interacts with 2D components you can still use its Collider2D.OverlapPoint method to check positions/bounds of your 3D objects after translating it to 2D space.
You can also use its CreateMesh method to create a mesh for drawing your selection area on the screen.
You can read more about the PolygonCollider2D here.
Hope it makes sens and hope it helps.
I am making a game that has two scenes (menu scene and game scene). In the menu scene, I create an empty game object just for my music, which includes (audio source (music), button to mute the music, and my script.
Here's the script:
public class Music : MonoBehaviour
{
public static Music Instance;
public AudioSource mainMusic;
public GameObject musicOffImage;
// Keep The Muic Playing In Diffrent Scene
void Awake()
{
if (!Instance)
Instance = this;
else
Destroy(this.gameObject);
DontDestroyOnLoad(this.gameObject);
}
// Method Mute Button
public void MusicOnOff()
{
if (mainMusic.isPlaying)
{
mainMusic.Pause();
musicOffImage.SetActive(true);
}
else
{
mainMusic.UnPause();
musicOffImage.SetActive(false);
}
}
}
With that script, I can play music in different scenes without reloading the music, and the button is working too, but the problem is when I go to the game scene and I back up to the menu scene, somehow the button didn't work. I think it's about the Destroy game object, but I am not sure how to fix it. Any help would mean a lot to me. Thanks.
I assume that everything the Music scripts needs is a child of it so that it is always fine.
However, after Destroy of the instance from the new scene, your buttons from the new scene loose the reference to the Music instance.
Since you have a Singleton there anyway you could as well (ab)use it and have this attached to your button itself
public MusicButton : MonoBehaviour
{
public void MusicOn()
{
Music.Instance.MusicOnOff();
}
}
And reference that instead in your button.
Also the image could e.g. register itself to the Music.Instance like e.g.
public MusicImage : MonoBehaviour
{
private void Start()
{
Music.Instance.musicOffImage = gameObject;
gameObject.SetActive(Music.Instance.mainMusic.isPlaying);
}
}
Alternative
In your question you said all objects are child's of an empty object, however the only object that gets DontDestroyOnLoad is the Music one. The others will get destroyed and reloaded so all these references might get lost as well. You might probably rather DontDestroyOnLoad the entire empty object and only hide/show the button in certain scenes.
I am making a game now, it's almost done. now I am trying to control the audio on and off by button or toggle button.
The problem is, I put my audio source gameobject in the splashscreen that is in the 1st scene. and I put the audio or music button in the Setting scene which is inside the 3rd scene. I already make the c# script to control the audio but when I've tried to insert the AudioSource, but it can't since it's from a different scene. I've tried to put the AudioSource in the same scene but the audio didn't start except I go to settings scene first.
Here is the script:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class Music : MonoBehaviour
{
static Music instance = null;
public AudioSource Backsound;
private void Awake()
{
if (instance != null)
{
Destroy(gameObject);
}
else
{
instance = this;
GameObject.DontDestroyOnLoad(gameObject);
}
}
public void backsoundOnOff()
{
AudioSource bgsound = Backsound.GetComponent<AudioSource>();
if (bgsound.mute = true){
bgsound.mute = false;
}
else {
bgsound.mute = true;
}
}
}
You have already solved half the problem by using GameObject.DontDestroyOnLoad
The object does indeed exist in both scenes. Now you just need to fetch it.
In the first scene where the created the object, Change the tag of the object. Instead of using one of the exiting tags, create a new tag for it called something such as "MenuMusic". Make sure you assign it after creating it, unity does not assign it automatically
Now, in the 3rd scene, in the game object that needs to access it, create a private field "_music"
in your Start function, add
void Start() {
_music = GameObject.FindGameObjectsWithTag("MenuMusic");
}
You will now have the same instance of Music from scene 1
I would highly recommend referencing the sound script that you have into some sort of game manager. Usually how i work is i have one generic script that controls a multitude of options that i usually call the GameManager. This sets player controls, visual options and sound. From here you can simply set bool whether the player wants the music on and off. If this option wants to change you can reference the GameManager at any point in any script.
//Game Manager code
public void SoundControl(bool soundOff)
{
If(soundOff == true)
{
//Sound Off Control
}else
{
//Sound on Control
}
}
//Reference to game Manager
GameManager manager;
public void TurnOffSound()
{
//Turn sound off through manager
manager =
GameObject.FindGameObjectWithTag("Manager").GetComponent<GameManager>
().SoundControl(true);
}
I find this to be the easiest way to control any options through one script that you can reference anywhere.
I am struggeling to come up with a smart way to deal with cutscenes in my 2D game. I think I have decided to Create/Control the cutscenes using the Animator, and moving the actual GameObjects around.
What I am struggeling with is:
This approach means each GameObject needs it's own Animator. So how do I then trigger the correct Cutscene? I am going to use game stages to control the game and its progress, so for example:
if(gameStage == 34 && entering scene castle)
{
playCorrectCutscene();
}
How and where do I keep references to all my cutscenes? Say I have 22 NPCs in a scene, and 15 of those have their own Animator since they have a cutscene, how do I play the Animation from NPC_11?
I guess what I am looking for is some sort of "Cutscene Manager". The best possible solution would be to have a List of every cutscene (animation) with an ID. Then I could just use the ID to play the correct animation. But since each Animation is stored in the actual GameObject I have no idea if that is possible.
Hope Im making sense.
Once you create complete prefab with 1 Animator per prefab, then you can use bellow method to create instances on the fly:
Let say you have CutsceneManager script like this:
class CutsceneManager : MonoBehaviour {
public GameObject InstantiateResource(string folder, string name)
{
GameObject resource = Instantiate<GameObject>(Resources.Load<GameObject>(folder + "/" + name));
if (resource == null)
{
Debug.LogErrorFormat("Cannot find resource {0} in {1}", name, folder);
return null;
}
resource.name = name;
return resource;
}
}
The easiest way to use it is to attach it to Empty object. Then you can create public variable for manager in other scripts, where you would need to show cutscene, like this:
class SomeOtherScript : MonoBehaviour {
public CutsceneManager CutsceneManager;
}
This will let you drag&drop CutsceneManager empty into each script where you need it. This way you have 1 instance of cutscenemanager for all classes.
Now, in place where you would need to play custscene, you instantiate:
class SomeOtherScript : MonoBehaviour {
public CutsceneManager CutsceneManager;
public void PlayMyCutscene() {
GameObject cutscene = CutsceneManager.InstantiateResource("Cutscenes", "SomeOtherCutscene");
cutscene.setActive(true); // Or whetever other method to fire it off
}
}
On folder structure you would need to have: Assets\Resources\Cutscenes
Cutscenes would be called: SomeOtherCutscene.prefab
Notice there is no need to include .prefab when you are instantiating one - Unity framework will "know" and add it for you.
Hi I'm struggling with this issue.I searched a lot before asking here.
So i have programmed an arcade game which when it dies it pops up a menu with a continue option using one life out of five.Like Subway Surfers with the keys.
The issue is that when i use one heart i want to save it.But everytime i restart the game it keeps saying the initial number which is five.Or without using a life,it by itself,subtracts by one without even clicking the "Save me" button.
Here is my code:
public Text heart;
public Text heart2;
public int counter;
void Start () {
heart.text = "" + counter;
heart2.text = "" +counter;
}
// Update is called once per frame
void Update () {
}
public void SaveMe()
{
heart.text = counter.ToString();
heart2.text = counter.ToString();
int heartScore = PlayerPrefs.GetInt("Life2", 0);
heartScore--;
if(heartScore<0)
{
heartScore = counter;
}
PlayerPrefs.SetInt("Life2", heartScore);
heart.text = PlayerPrefs.GetInt("Life2", 0).ToString();
heart2.text = PlayerPrefs.GetInt("Life2", 0).ToString();
}
}
Then i call this method in the button script.
You should need to save life counter in a file or PlayerPrefs in unity so that loading a scene doesn't effect the counters.
Stores and accesses player preferences between game sessions.
When Unity loads a new scene (if not in an additive way) it will destroy everything that belongs to it before loading the new one. If you don't want a GameObject to be destroyed automatically, read the instructions for DontDestroyOnLoad
Also consider generally to separate your game model (in this occasion the variable counter) to a different Component and use scriptable objects for managing it/them. It will make your life easier in the long run.