unity destroy enemy destroying wrong one confused - unity3d

i have tried everything to get the destroy to work Destroy(enemytrans) Destroy(enemy) Destroy(enemy.gameObject..... ect all abbreviations wont work.
can someone please help ???
i can coll with all objects and they do destroy but if 2 enemies are on screen i hit the one closest to me the other one will die because it was last spawned how can i destroy the one i jump on ?? mind efukd. :(
var Player : GameObject;
var Gravity:float = 2;
var speed:float = 2;
var enemytrans : Transform;
var enemy: GameObject;
public var jumped = false;
var anim : Animator;
function Start () {
while (true) {
yield WaitForSeconds (Random.Range(3, 0));
enemy = Instantiate(enemytrans).gameObject;
}
anim = GetComponent(Animator);
// Instantiate the prefab and put the gameObject into "theCube"
}
function Update () {
Player.transform.position.x = -4.325;
//the gravity function
if (jumped == false){
anim.SetFloat("hf",0.0);
}
if (Input.GetButtonDown("Fire1") && jumped==false){
fire();
jumped = true;
}
if(jumped==true){
anim.SetFloat("hf",1);
}
}
function OnCollisionEnter2D(coll: Collision2D) {
if(coll.gameObject.CompareTag("ground")){
anim.SetFloat("hf",0.0);
jumped=false;
}
if(coll.gameObject.CompareTag("enemy") && jumped==true){
fire();
jumped=true;
Destroy(enemy,1);***********************************************this line************
}
if(coll.gameObject.CompareTag("enemy") && jumped==false){
Destroy(Player);
}
}
function fire(){
Player.transform.Translate(Vector3(Input.GetAxis("Vertical") * speed * Time.deltaTime, 0, 0));
Player.rigidbody2D.velocity = Vector2(0,10);
}

Problem
You are destroying the last spawned GameObject, which you keep a reference to in the enemy variable.
Solution
You should destroy what you hit. Unity3D already gives you who you collided against so just use that information.
function OnCollisionEnter2D(coll: Collision2D)
{
if(coll.gameObject.CompareTag("enemy") && jumped==true)
Destroy(coll.gameObject);
}

Related

Change object on button down precisely at an object

I have a target object (cube), and a fake mouse that I created from an object (sphere) to be controlled by gamepad joystick. I want to bring out another object (let say; sphere), when I push the gamepad button and precisely hit the target object (cube).
Before, I have tried with a mouse click, and it succeeds, but when I controlled the fake mouse with a joystick, when I press the button even outside the target (cube) it still brings out another object. Here is the code, if anybody can help me to revise it. Thanks
function Start () {}
function Update () {
if (Input.GetButtonDown ("Fire1"))
{
var Cube = GameObject.FindGameObjectsWithTag ("Cube");
if (Cube[0].GetComponent(MeshRenderer).enabled){
var Circle1 = GameObject.FindGameObjectsWithTag ("Circle1");
Circle1[0].GetComponent(MeshRenderer).enabled = true;
Circle1[0].GetComponent(MeshRenderer).material.color = color.red;
}
}
}
[solved]
Thanks to EmreE and Draco18s for replying my question. I have solved it, I made a collision trigger indeed.
Here is my code after several trials.
if (Input.GetButtonDown ("Fire1") && isCollide)
{
var Cube = GameObject.FindGameObjectsWithTag ("Cube");
if (Cube[0].GetComponent(MeshRenderer).enabled){
var Circle1 = GameObject.FindGameObjectsWithTag ("Circle1");
Circle1[0].GetComponent(MeshRenderer).enabled = true;
Circle1[0].GetComponent(MeshRenderer).material.color = Color.red;
Debug.Log("Muncul");
}
}
function OnTriggerEnter (col : Collider)
{
Debug.Log(isCollide);
if(col.gameObject.name == "Mouse3DSphere")
{
isCollide = true;
}
}
function OnTriggerExit (col : Collider)
{
Debug.Log(isCollide);
if(col.gameObject.name == "Mouse3DSphere")
{
isCollide = false;
}
}

Field of View for enemy only works with 1 enemy

I have some problems with a script for a "Field Of View" of the enemy. After watching a tutorial to create a field of view for the player I thought I can switch it to the enemy's so that they detect the player and do some other stuff. I created a boolean variable playerInRange to detect if the enemies can detect the player and set this variable to true or false.
It works fine with just one enemy. When I add another one, the new enemy will not detect the player. So maybe it is related to the coroutine, but I am not sure.
Here is a little bit of my code:
void Start() {
StartCoroutine("FindTargetsWithDelay", .2 f);
}
IEnumerator FindTargetsWithDelay(float delay) {
while (true) {
yield
return new WaitForSeconds(delay);
FindVisibleTargets();
}
}
public void FindVisibleTargets() {
visibleTargets.Clear();
Collider[] targetsInViewRadius = Physics.OverlapSphere(transform.position, viewRadius, targetMask);
for (int i = 0; i < targetsInViewRadius.Length; i++) {
Transform target = targetsInViewRadius[i].transform;
Vector3 dirToTarget = (target.position - transform.position).normalized;
if (Vector3.Angle(transform.forward, dirToTarget) < viewAngle / 2) {
float dstToTarget = Vector3.Distance(transform.position, target.position);
if (!Physics.Raycast(transform.position, dirToTarget, dstToTarget, obstacleMask)) {
// Not so nice solution!
// The movement should be in a separate script!
visibleTargets.Add(target);
nav.SetDestination(player.position);
anim.SetBool("IsRunning", true);
if (dstToTarget < attackRange) {
playerInRange = true;
Debug.Log(playerInRange);
}
}
} else {
anim.SetBool("IsRunning", false);
playerInRange = false;
Debug.Log(playerInRange);
}
}
}
Thank you guys for your little hint. It was really a little hierarchy problem :( Sorry for that newbie/DAU question.
Cheers
Nico

Moving object with raycast issues

I have written a script where a gameobject is intended to move to a raycast.point thrown from the player camera. For the most part this works fine, however there are times (approximately when camera is 45 degrees up from the object) when the object rapidly moves towards the camera (i.e. raycast source).
I have tried a number of approaches attempting to resolve this, however I can’t seem to dig out the root of this issue. Managed to prevent this from occurring by deactivating the collider attached to the object being moved. However I need the collider for various reasons so this approach is not appropriate.
If anyone can provide any pointers as to where I am going wrong I would be incredibly grateful.
NB: coding in uJS
Many thanks in advance, Ryan
function FixedUpdate() {
if (modObj != null && !guiMode) {
//Panel Control
if (!selectObjPanel.activeSelf && !modifySelectObjPanel.activeSelf) //if the selectpanel not open and modSelect not already activated
{
activateModSelectObjPanel(true); //activate it
} else if (selectObjPanel.activeSelf) {
activateModSelectObjPanel(false);
}
//Move
if (Input.GetKey(KeyCode.E)) {
if (Input.GetKeyDown(KeyCode.E)) {
// modObj.GetComponent(BoxCollider).enabled = false;
modObj.GetComponent(Rigidbody).isKinematic = true;
modObj.GetComponent(Rigidbody).useGravity = false;
//
initPos = modObj.transform.position;
var initRotation = modObj.transform.rotation;
}
moveObject(modObj, initPos, initRotation);
} else {
// modObj.GetComponent(BoxCollider).enabled = true;
modObj.GetComponent(Rigidbody).isKinematic = false;
modObj.GetComponent(Rigidbody).useGravity = true;
}
}
}
function moveObject(modObj: GameObject, initPos: Vector3, initRotation: Quaternion) {
//Debug.Log("Moving Object");
var hit: RaycastHit;
var foundHit: boolean = false;
foundHit = Physics.Raycast(transform.position, transform.forward, hit);
//Debug.DrawRay(transform.position, transform.forward, Color.blue);
if (foundHit && hit.transform.tag != "Player") {
//Debug.Log("Move to Hit Point: " + hit.point);
modifyObjGUIscript.activateMoveDisplay(initPos, hit.point);
var meshHalfHeight = modObj.GetComponent. < MeshRenderer > ().bounds.size.y / 2; //helps account for large and small objects
// Debug.Log("CurObj Mesh Min: " + meshHalfHeight);
// modObj.transform.position = hit.point; //***method 01***
// modObj.transform.position = Vector3.Lerp(initPos, hit.point, speed); //***method 02***
// modObj.transform.position = Vector3.SmoothDamp(initPos, hit.point, velocity, smoothTime); //***method 02***
var rb = modObj.GetComponent. < Rigidbody > ();
rb.MovePosition(hit.point); //***method 03***
modObj.transform.position.y = modObj.transform.position.y + meshHalfHeight + hoverHeight;
modObj.transform.rotation = initRotation;
}
}
Turns out the issue was being caused by the raycast hitting the object being moved. Resolved this by only allowing hits from the terrain to be used as points to move to.
if(foundHit && hit.transform.tag == "Terrain")

unity 2d animation calling enemy animator through main script

i have added a animator to the enemy prefab and i want to make the animation change when i hit it
in the collision ( its **** out ) please can someone help me:(
i tried to make a new var eanim : Animator.... and call it in the start ect... but wont let me drag the ememy animator into the slot
how can i fix this please.
outline what i want to do i want to coll with the enemy and have the enemy that i hit change to death animation.
var Player : GameObject;
var Gravity:float = 2;
var speed:float = 2;
var enemytrans : Transform;
var enemy: GameObject;
public var jumped = false;
var anim : Animator;
function Start () {
while (true) {
yield WaitForSeconds (Random.Range(3, 0));
enemy = Instantiate(enemytrans).gameObject;
}
anim = GetComponent(Animator);
}
function Update () {
Player.transform.position.x = -4.325;
if (jumped == false){
anim.SetFloat("hf",0.0);
}
if (Input.GetButtonDown("Fire1") && jumped==false){
fire();
jumped = true;
}
if(jumped==true){
anim.SetFloat("hf",1);
}
}
function OnCollisionEnter2D(coll: Collision2D) {
if(coll.gameObject.CompareTag("ground")){
anim.SetFloat("hf",0.0);
jumped=false;
}
*********if(coll.gameObject.CompareTag("enemy") && jumped==true){ **
fire();
jumped=true;
anim.SetTrigger("isdead"); <<<<<<<<<<<<<----- this is what i need help with ------
}
if(coll.gameObject.CompareTag("enemy") && jumped==false){
Destroy(Player);
}
}
function fire(){
Player.transform.Translate(Vector3(Input.GetAxis("Vertical") * speed * Time.deltaTime, 0, 0));
Player.rigidbody2D.velocity = Vector2(0,10);
}
If you do anim.SetTrigger(..) in unity, you also need to setup that inside the Animator window for the corresponding gameobject.
So select your gameobject and go to window -> animator, add a trigger parameter (in your case with the name of "isdead") - and setup the transitions from the different states. So for example I create an empty state and set that as default, and then drag between that and my animation state in order to get the transitions.
Inside the transitions you just set default -> anim state to use the "isdead" parameter under the conditions. And on anim state -> default you set exit time as the condition.

Respawn an enemy prefab after its destroyed

var respawn : Transform;
var dead : boolean = false;
function OnTriggerEnter(theCollision : Collider)
{
if(theCollision.gameObject.name=="Spotlight")
{
Destroy(gameObject);
Debug.Log("Dead");
dead = true;
}
}
function Respawn()
{
if(dead == true)
{
Instantiate(respawn, Vector3(0,0,0), Quaternion.identity);
}
}
I'm having trouble getting my enemies to re-spawn, at the moment I have just the one enemy following me around. I'm trying to re-spawn his after he collides with my spotlight.
I have a prefab Enemy that I want to use to create more instances of Enemy once it gets destroyed.
I'm pretty sure my code above is destroying the prefab itself and thus cannot create any more instances but I'm not sure how to just destroy an instance of a prefab. The code above is attached to my enemy.
I am pretty sure you are destroying the gameObject with the script.
if(theCollision.gameObject.name=="Spotlight")
{
Destroy(gameObject);
Debug.Log("Dead");
dead = true;
}
You should have there Destroy(theCollision.gameObject) instead.
And destroy at the end of the code block, not beginning.
Also Respawn function should be on Update or something for it to work, also you can call Respawn on the trigger function before destroying and it should spawn a new one every time.
Do not forget to reference the prefab from you Project window not Hierarchy.
As I said in my comment, you need to keep track of the time since the enemy died, and the best place to do that is in your respawner object. Here is an example implementation of it:
Respawner.js
#pragma strict
var enemyToSpawn : Enemy;
var respawnTime : int = 10; //In seconds.
private var dead : boolean = true;
private var deadTime : int = 0; //Time the enemy died, keep at 0
private var nextRespawn : int = 0;
private function Respawn() {
var enemy : GameObject = GameObject.Instantiate(enemyToSpawn.gameObject, transform.position, transform.rotation);
enemy.GetComponent(Enemy).respawner = this;
}
function Update() {
if (Time.time >= nextRespawn && dead) { //If the time is due and the enemy is dead
Respawn(); //create a new enemy
dead = false; //and tell our script it is alive
}
}
function EnemyDied(theEnemy : Enemy) {
dead = true;
deadTime = Time.time;
nextRespawn = Time.time+respawnTime;
GameObject.Destroy(theEnemy.gameObject);
}
Enemy.js
#pragma strict
public var respawner : Respawner; // The respawner associated with this enemy
function OnTriggerEnter(collision : Collider) {
if (collision.gameObject.name.Equals("Spotlight")) {
respawner.SendMessage("EnemyDied", this); //Tell the respawner to kill us
}
}
Of course your enemy class will have anything else necessary to be an actual enemy, and your respawner could have an effect. This is just an example and shouldn't be blindly copy-pasted.