I have a simple touch/mouseclick script attached to a GameObject as a sort of "Master Script" i.e. the GameObject is invisible and doesn't do anything but hold this Touch script when the game is running.
How do I tell other named GameObjects that are generated at runtime to do things e.g. highlight when touched/clicked from this Master Script?
The script for highlighting seems to be: renderer.material.color= colorRed;
But I'm not sure how to tell the GameObject clicked on to become highlighted from the Master Script.
Please help! (am programming in C#)
Thanks!
Alright so you'll want to use a ray cast if you're not doing it in GUI. Check out Unity Ray Casting and then use
hit.transform.gameObject.renderer.material.color = red;
You can have a switch that is like:
if (hit.transform.gameObject.CompareTag("tag")) {
// turn to red;
} else {
// turn to white;
}
Use the ScreenPointToRay or ScreenPointToWorld depending on what you're doing.
For touch, should look like:
void Update () {
foreach (Touch touch in Input.touches)
{
Ray ray = Camera.main.ScreenPointToRay(touch.position);
RaycastHit hit;
if (Physics.Raycast(ray, out hit, 1000.0f))
{
if (hit.collider.gameObject.CompareTag("tag"))
{
hit.collider.gameObject.renderer.material.color = red;
}
}
}
// You can also add in a "go back" feature in the update but this will "go back" then when the touch ends or moves off
// Also not so good to search for Objects in the update function but that's at your discretion.
GameObject[] gObjs = GameObject.FindGameObjectsWithTag("tag");
foreach (GameObject go in gObjs) {
go.renderer.material.color = white;
}
}
To answer your question about pinging the 'manager'
I would do one of two options.
Either:
// Drop the object containing YourManager into the box in the inspector where it says "manage"
public YourManager manage;
// In the update and in the Ray Cast function (right next to your color change line):
manager.yourCall ();
// and
manager.yourString = "cool";
OR
private YourManager manage;
void Awake () {
manager = GameObject.FindObjectWithTag("manager").GetComponent<YourManager> ();
}
// In the update and in the Ray Cast function (right next to your color change line):
// In your manager file have "public bool selected;" at the top so you can access that bool from this file like:
manager.selected = true;
I detail this a little in another one of my answers HERE
For mouse clicks, I would check out the MonoDevelop functions they have in store such as:
// This file would be on the game object in the scene
// When the mouse is hovering the GameObject
void OnMouseEnter () {
selected = true;
renderer.material.color = red;
}
// When the mouse moved out
void OnMouseExit () {
selected = false;
renderer.material.color = white;
}
// Or you can use the same system as above with the:
Input.GetMouseButtonDown(0))
Resolution:
Use a bool in your manager file true is selected, false isn't. Have all the objects you instantiate have a tag, use the ray cast from the master file to the game object. When it his the game object with that tag, swap colors and sap the bool from the master file. Probably better to do it internally from the master file.
(All depends on what you're doing)
If you know what the name of the GameObjects will be at runtime, you can use GameObject.Find("") and store that in a GameObject variable. You can then set the renderer of that GameObject to whatever you like (assuming a renderer is linked to that GameObject).
The most obvious way of doing this would be to use prefabs and layers or tags.
You can add a tag to your prefab (say "Selectable") or move the prefab to some "Selectable" layer and then write your code around this, knowing that all selectable items are on this layer/have this tag.
Another way of doing this (And in my opinion is also a better way) is implementing your custom 'Selectable' component. You would search for this component on a clicked item and then perform the selection, if you have found that component. This way is better because you can add some additional selection logic in this component which would otherwise reside in your selection master script (image the size of your script after you've added a couple of selectables).
You can do it by implementing a SelectableItem script (name is arbitrary) and a couple of it's derivatives:
public class SelectableItem : MonoBehavior {
public virtual void OnSelected() {
renderer.material.color = red;
}
}
public class SpecificSelectable : SelectableItem {
public override void OnSelected() {
//You can do whatever you want in here
renderer.material.color = green;
}
}
//Adding new selectables is easy and doesn't require adding more code to your master script.
public class AnotherSpecificSelectable : SelectableItem {
public override void OnSelected() {
renderer.material.color = yellow;
}
}
And in your master script:
// Somewhere in your master selection script
// These values are arbitrary and this whole mask thing is optional, but would improve your performance when you click around a lot.
var selectablesLayer = 8;
var selectablesMask = 1 << selectablesLayer;
//Use layers and layer masks to only raycast agains selectable objects.
//And avoid unnecessary GetComponent() calls.
if (Physics.Raycast(ray, out hit, 1000.0f, selectablesMask))
{
var selectable = hit.collider.gameObject.GetComponent<SelectableItem>();
if (selectable) {
// This one would turn item red or green or yellow depending on which type of SelectableItem this is (which is controlled by which component this GameObject has)
// This is called polymorphic dispatch and is one of the reasons we love Object Oriented design so much.
selectable.OnSelected();
}
}
So say you have a couple of different selectables and you want them to do different things upon selection. This is the way you would do this. Some of your selectables would have one of the selection components and others would have another one. The logic that performs the selection resides in the Master script while the actions that have to be performed are in those specific scripts that are attached to game objects.
You can go further and add OnUnselect() action in those Selectables:
public class SelectableItem : MonoBehaviour {
public virtual void OnSelected() {
renderer.material.color = red;
}
public virtual void OnUnselected() {
renderer.material.color = white;
}
}
and then even do something like this:
//In your master script:
private SelectableItem currentSelection;
var selectable = hit.collider.gameObject.GetComponent<SelectableItem>();
if (selectable) {
if (currentSelection) currentSelection.OnUnselected();
selectable.OnSelected();
CurrentSelection = selectable;
}
And we've just added deselection logic.
DISCLAIMER: These are just a bunch of snippets. If you just copy and paste those they probably wouldn't work right away.
Related
What I want:
I want the player to be able to click on instantiated objects and get points, then have those points show in the score-keeping text.
What I’ve done:
I’m currently using the following “FindGameObjectsWithTag” code to retrieve the buttons that are components of the instantiated prefab objects:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using TMPro;
public class CPointScore : MonoBehaviour
{
public TextMeshProUGUI CPointsText;
private float ScoreNum;
private GameObject[] CButtonGmeObjsHolder;
private void CTagFinder()
{
CButtonGmeObjsHolder = GameObject.FindGameObjectsWithTag("Ctag");
foreach (GameObject CButtonGmeObj in CButtonGmeObjsHolder)
{
Debug.Log("GmeObj Found");
Button CButton = CButtonGmeObj.GetComponent<Button>();
CButton.onClick.AddListener(AddScore);
}
}
public void AddScore()
{
ScoreNum += 1;
Debug.Log("Point Added # " + ScoreNum);
}
void Start()
{
InvokeRepeating("CTagFinder", 1f, 15.1f);
}
void Update()
{
CPointsText.text = ScoreNum.ToString();
}
}
Because FindGameObjectsWithTag only calls once I have the InvokeRepeating code in start. I have game objects spawning throughout the duration of the game so it needs to be constantly checking for tags.
Issue:
So the code finds the tags, the buttons are able to be clicked, and the score-keeping text updates which is great. The problem is that if I click one tagged button it will register a point for itself and every tagged button currently in the scene that spawned after it. For example, lets say I have 4 spawned objects currently on scene, when the first object spawned is clicked it will add 4 points instead of 1. If the second object spawned is clicked it will add 3 points instead of 1. I would like to have only the tagged button that is clicked register a point.
Question:
What can I change in my code so that only the tagged button that is clicked registers a point?
Thank you
I think there are two things here:
You repeatedly add the listener so you will end up with multiple callbacks when the button is finally clicked.
The repeated FindGameObjectsWithTag is also quite inefficient
Your main issue is the repeated calling.
For each repeated call of CTagFinder you go through all existing buttons and do
CButton.onClick.AddListener(AddScore);
so these existing buttons end up with multiple listeners attached!
You either want to make sure it is only called once per button, e.g. keeping track of those you already did this for:
private readonly HashSet<Button> alreadyRegisteredButtons = new HashSet<Button>();
and then
if(!alreadyRegisteredbuttons.Contains(CButton))
{
CButton.onClick.AddListener(AddScore);
alreadyRegisteredButtons.Add(CButton);
}
or alternatively make sure you remove the callback before you add it like
CButton.onClick.RemoveListener(AddScore);
CButton.onClick.AddListener(AddScore);
In general I would not use FindGameObjectWithTag an poll objects repeatedly. Rather make your code event driven. This would already avoid the issue at all since there would be no repeated attaching of the listener anyway.
I would simply have a dedicated component YourComponent attached to the same GameObject as the buttons and have a global
public static event Action<YourComponent> OnCTSButtonSpawned;
and in this dedicated component do
private void Start()
{
OnCTSButtonSpawned?.Invoke(this);
}
and in your CPointScore listen to this event like
private void Awake()
{
YourComponent.OnCTSButtonSpawned += AttachListener;
}
private void AttachListener(YourComponent component)
{
if(compoenent.TryGetComponent<Button>(out var button))
{
button.onClick.AddListener(AddScore);
}
}
private void AddScore()
{
ScoreNum++;
CPointsText.text = ScoreNum.ToString();
}
I wrote some code to add a button to my custom editor in Unity. What I'd like is the following. When I click the button once, a component is added, and when I click again the component is removed. In the simple code below, I just try to print "Add" or "Remove" when clicking the button. I noticed that the variable toggleRigidBody takes the value true but then take the value false right after. It doesn't stay "true" even though I never explicitly change it in the code. The "else if" is never fired. I'm not sure why.
using UnityEditor;
using UnityEngine;
using SS3D.Engine.Inventory;
[CustomEditor(typeof(ContainerController))]
public class ContainerControllerEditor : Editor
{
private bool toggleRigidBody = false;
public override void OnInspectorGUI()
{
DrawDefaultInspector();
ContainerController containerController = (ContainerController)target;
Debug.Log(toggleRigidBody);
bool buttonPressed = GUILayout.Button("AddAttachedContainer");
if (buttonPressed && toggleRigidBody == false)
{
Debug.Log("Add");
toggleRigidBody = true;
}
else if (buttonPressed && toggleRigidBody == true)
{
Debug.Log("Remove");
toggleRigidBody = false;
}
}
}
My code only print "Add" when I click the button. What's happening here ?
The main problem here is that the editor instance is created when the object is clicked and the Inspector loaded. And then it is destroyed as soon as the object loses focus and the Inspector not shown for this object anymore.
=> Your flag toggleRigidBody is not persistent!
What you rather want to do is serialize the flag inside your object or even better: Serialize the reference itself.
This way you
Have already access to the reference in your script in case you need it on runtime
Have the reference in the editor for a) checking if it exists and b) being able to remove it directly
So having your class like
public class ContainerController : MonoBehaviour
{
// Store the reference in a field
[SerializeField] private Rigidbody _rigidbody;
...
}
The editor could look like
[CustomEditor(typeof(ContainerController))]
public class ContainerControllerEditor : Editor
{
private SerializedProperty _rigidbody;
ContainerController containerController;
private void OnEnable()
{
_rigidbody = serializedObject.FindProperty("_rigidbody");
containerController = (ContainerController)target;
}
public override void OnInspectorGUI()
{
DrawDefaultInspector();
// Loads all current serialized values from the target into the serialized properties
serializedObject.Update();
// If the _rigidbody field is not assigned
// try GetComponent as fallback
if(!_rigidbody.objectReferenceValue) _rigidbody.objectReferenceValue = containerController.GetComponent<Rigidbody>();
// simply put everything that belongs to one button click inside one if block
// this is easier to maintain and read
// Of course alternatively you could also simply have two completely different buttons to display
// depending on the value of "_rigidbody.objectReferenceValue"
if(GUILayout.Button(_rigidbody.objectReferenceValue ? "Remove Rigidbody" : "Add Rigidbody")
{
// Is there a Rigidbody?
if(_rigidbody.objectReferenceValue)
{
// Yes -> destroy it
// There are two different destroy methods depending whether you are
// in Play mode or Edit mode
if(Application.isPlaying)
{
Destroy(_rigidbody.objectReferenceValue);
}
else
{
DestroyImmediate(_rigidbody.objectReferenceValue);
}
}
// Otherwise the field is currently not set and no component was found using GetComponent
else
{
// Add the component via the ObjectFactory
// this enabled undo/redo and marks the scene dirty etc
// and assign it to the serialized property
_rigidbody.objectReferenceValue = ObjectFactory.AddComponent<Rigidbody>(target.gameObject);
}
}
// Writes back all modified properties to the target and takes care of Undo/Redo and marking dirty
serializedObject.ApplyModifiedProperties ();
}
}
The editor object is created when it's being displayed, and destroyed when it's not, so for your data to persist you will need to store the values somewhere else. So that's definitely what is happening. The easiest way to have a value of a variable to be persistent between sessions you would use EditorPrefs to save the variable values. Thats the easiest way you can go about it, so you would use this to save the toggleRigidBody value.
https://docs.unity3d.com/ScriptReference/EditorPrefs.SetBool.html
I have made a scriptable object which has a one property a public sprite. I want to have one version of sprite added everywhere I want.
With the possibility that if I ever want to change it I will just pin another sprite to scriptable object and in every place where it is pinned the sprite will change.
Is there any way to walk thought this problem or any other idea to make one object where I will store one Sprite and pin it to multiple objects.
Finally is this concept possible in Unity?
I have already thought about:
Deriving prom Sprite Renderer but the class is sealed, so i cannot make my own version of it this way
Creating my own custom version of Sprite Render cause if an any update come I would have to make yet again another version.
I think you can use prefabs to achieve the same thing as you need:
You can create prefab by dragging and object to your assets.(Your prefab will be just an object with transform and e.g. Sprite Renderer)
After creating prefab you can copy it as many times as you want.
Than when you decide to change the sprite just simply go to your prefab and edit sprite there. Now every instance of your prefab will have sprite changed.
It is possible with C# events. First, make your ScriptableObject call event whenever sprite is set. Allow Sprite to be set only using property (or method), so that you could track the change, like this:
public sealed class SpriteObject : ScriptableObject
{
public event Action SpriteChanged;
[SerializeField]
private Sprite _sprite;
public Sprite Sprite
{
get { return _sprite; }
set
{
if(_sprite == value)
return;
_sprite = value;
SpriteChanged?.Invoke();
}
}
}
Then, you need script, that will react to changed and assign the changed sprite to SpriteRenderer. So, something like this:
NOTE: name is purely for example. Do NOT name your classes like this!
[RequireComponent(typeof(SpriteRenderer))]
public class ScriptThatUsedSpriteObject : MonoBehaviour
{
public SpriteObject spriteObject;
private SpriteRenderer spriteRenderer;
/// Called once the script is created.
private void Awake()
{
spriteRenderer = GetComponent<SpriteRenderer>();
if(spriteObject != null)
{
spriteRenderer.sprite = spriteObject.Sprite;
spriteObject.SpriteChanged += HandleSpriteChanged;
}
}
/// Called whenever sprite is changed inside SpriteObject.
private void HandleSpriteChanged()
{
spriteRenderer.sprite = spriteObject.Sprite;
}
}
Now, if some script changes sprite in SpriteObject, every ScriptThatUsedSpriteObject will automatically update their sprites.
public class PublicSprite : MonoBehaviour {
public Sprite publicSprite;
#region Singelton
public static PublicSprite instance;
private void Awake()
{
if (instance != null)
{
Debug.LogWarning("More than one instance found");
return;
}
instance = this;
}
}
get the sprite like this:
PublicSprite.instance.publicSprite;
as Mentioned here, you probably want to use a Singelton. It is best to avoid the use of them only if its necessary as its a very bad programming practice. (you can learn more on why to avoid them here: What is so bad about singletons?
However, I can't think of another way of doing what you seek for.
This question already has answers here:
How to pass data (and references) between scenes in Unity
(6 answers)
Closed 4 years ago.
I am creating a simple number guessing game in unity3d.
I want to open a new scene on button click and change the text of a text element present in the loaded scene from the current scene.
I have been able to open new scene on button click but how can i access the text element in other scene so that i can change its text from the current scene.
This is what i have so far but it obviously throws NullReferenceException because i can't access the text element in another scene from current scene.
SceneManager.LoadScene("End Scene");
gameResultText.text = "You Won!!"; //<-------this line throws the exception
gameResultText.color = Color.green;
Better solution I came up with:
Make a script that sets a static string variable. This script must be in your Game scene and will hold the result.
public class ResultTextScript : MonoBehaviour
{
public static string ResultText;
void EndGame(){
if (won){ //if won game
ResultText = "You won!"
}
else //if lost game
{
ResultText = "You lost, try again another time!"
}
//Change scene with SceneManager.LoadScene("");
}
}
Put this script on your result text in the end scene. This script will retrieve the result and display it.
Using UnityEngine.UI;
public class EndGameDisplayResult{
Text text;
OnEnable(){
Text.text = ResultTextScript.ResultText
}
}
This way, it will set the text as soon as the new scene is loaded.
Previous/alternative method:
If you already have the scene open, one option would be to add a script to the "You won!" text which holds a static variable with a reference to itself.
So like this.
public class ResultTextScript : MonoBehaviour
{
public static ResultTextScript Instance;
void Awake(){
if (Instance == null)
Instance = this;
}
}
Then you can call the reference to that GameObject from anywhere in the other scripts, including between scenes.
Like this ResultTextScript.Instance
Note though that you cannot call the reference in the Awake method, as that is where the variable is initialized, you can use it after the Awake methods have been called though.
Basically
Add the ResultTextScript to your Text object in the 'End Scene'
Open the 'End Scene' from the 'Game Scene', for example with your SceneManager approach as you already do.
Ensure that the End Scene has loaded, then say in the script you wish to change the text gameObject go = ResultTextScript.Instance.gameObject
I do not believe there is a way to modify the context or objects of a scene that is not currently open.
public class GameResults {
public static string finalText = "";
}
In your function where you are loading the scene, right before you call load scene you can access that text like so:
GameResults.finalText = "You Win!";
or
GameResults.finalText = "You Lose!";
load your scene, and on your text object give it a script like this:
using UnityEngine;
using UnityEngine.UI;
public class ResultTextScript : MonoBehaviour
{
public Text textResults;
void Start() {
textResults = getComponent<Text>();
if(textResults != null) {
textResults.text = GameResults.finalText;
}
}
}
There are other things you can use as well is, storing the game results in PlayerPrefs and loading the string or int you stored in PlayerPrefs preferences at the start of your end scene. This will help you avoid creating an unnecessary class or static variable.
So Like before you can do:
PlayerPrefs.SetString("GameResults", "You Win!");
or
PlayerPrefs.SetString("GameResults", "You Lose!");
load your scene, and on your text object give it a script like this:
using UnityEngine;
using UnityEngine.UI;
public class ResultTextScript : MonoBehaviour
{
public Text textResults;
void Start() {
textResults = getComponent<Text>();
if(textResults != null) {
textResults.text = PlayerPrefs.GetString("GameResults", "");
}
}
}
I made a pretty basic 2D game to learn. I have 2 Scenes, and switching between them worked great. I used empty gameObjects as Start/Exit point of the Scene, so that the game would know to put player on point X after exiting through point X (for example exit outside house if I walk out the door).
Then I added a "Scene0", to use for persistent general scripts like GameManager, Sounds, Music, etc. With just one object called "Controller" that I DontDestroyOnLoad().
After adding this Scene and then just switching Scenes right away to my MainScene, all of a sudden the game starts acting really strange;
the first time I move from my MainScene (Scene1), to my secondary Scene (Scene2), it works fine, but then when I leave Scene2 to go back to Scene1, the player spawns in the middle of nowhere.
And this ONLY happens if I launch the game from my Persistent Scene.
I have no idea what is wrong, I don't add anything that interferes with my scene transitions, all I've added so far is playerHealth, for testing.
Scripts attached to my (persistent) Controller:
DDOL:
public class DDOL : MonoBehaviour {
// Use this for initialization
void Awake () {
DontDestroyOnLoad (gameObject);
}
}
GameManager:
public class GameManager : MonoBehaviour {
public static GameManager manager;
public int playerMaxHealth;
public int playerCurrentHealth;
void Awake(){
if (manager == null) {
manager = this;
} else if (manager != this) {
Destroy (gameObject);
}
}
// Use this for initialization
void Start () {
SceneManager.LoadScene("test_scene");
}
// Update is called once per frame
void Update () {
}
}
Scripts attached to my StartPoint:
PlayerStartPoint:
public class PlayerStartPoint : MonoBehaviour {
private PlayerController thePlayer;
private CameraController theCamera;
public Vector2 startDir;
public string pointName;
// Use this for initialization
void Start () {
thePlayer = FindObjectOfType<PlayerController> ();
if (thePlayer.startPoint == pointName) {
thePlayer.transform.position = transform.position;
thePlayer.lastMove = startDir;
theCamera = FindObjectOfType<CameraController> ();
theCamera.transform.position = new Vector3(transform.position.x, transform.position.y, theCamera.transform.position.z);
}
}
}
And finally ExitPoint:
LoadNewArea:
public class LoadNewArea : MonoBehaviour {
public string levelToLoad;
public string exitPoint;
private PlayerController thePlayer;
// Use this for initialization
void Start () {
thePlayer = FindObjectOfType<PlayerController> ();
}
void OnTriggerEnter2D(Collider2D other){
if (other.gameObject.name == "Player")
{
SceneManager.LoadScene(levelToLoad);
thePlayer.startPoint = exitPoint;
}
}
}
EDIT:
After moving all my DDOL gameObject to the Pre-Scene, it worked. So, I can assume the fault is inside Player or Cameras Start() functions since when they start in Scene1 they get called every time I enter the Scene (only DDOL).
I tried adjusting their Start()functions like follows:
Original camera:
void Start () {
Debug.Log("Starting camera");
if (!cameraExists) {
cameraExists = true;
DontDestroyOnLoad (gameObject);}
else{
Destroy (gameObject);
}
}
Changed Camera:
void Start () {
DontDestroyOnLoad (gameObject);
}
The exact same changes was made in Player.
Obviously this doesnt work because it creates a new Camera/Player every time I enter Scene1 (btw why does it not try to create them when I enter Scene2?, is it because they start in Scene1?). HOWEVER, the new player/camera do start at the correct position, and if I zoom out I can see the old player/camera at that same wrong position as before. So something weird happens when their Start() is called a second time it seems.
You've now mentioned that you had code something like this,
void Start () {
Debug.Log("Starting camera");
if (!cameraExists) {
cameraExists = true;
DontDestroyOnLoad (gameObject);}
else{
Destroy (gameObject);
}
}
Note that this is unfortunately just "utterly incorrect", heh :)
The issues you mention in the question (preload scenes etc) are just totally unrelated to the problem here.
In Unity if you have a character C that persists between scenes a, b, c as you load those scenes, you must kick-off C in it's own (perhaps otherwise empty) scene, you can not use "a" as a matter of convenience to kick off C.
The pattern is, in each of a, b, c just have a line of code like p = FindObjectOfType<Player>(); which runs when the scene loads, and position C as you wish.
Now, regarding your specific puzzle about the unusual behavior you are seeing.
I understand that you want to know why you are observing what you do.
It is a combination of confusion over the following issues: 1 - difference between Awake and Start, 2 - confusion over script execution order {but see below1} 3 - confusion about Destroy versus DestroyImmediate 4 - Not using Debug.Log enough, and not using gameObject.name in there (it's a common in Unity to be wildly confused about which object is talking in Debug.Log) 5 - where you mention you see the other object "off to the side", it's common to drastically confuse which one is which in such situations 6 - confusion between the computer programming concept of "instantiation" (ie, of a class or object) and "instantiating" (confusingly, it's the same word - utterly unrelated) game objects in nity.
If you fiddle around with all those issues, you'll discover an explanation for the behavior you're seeing!
But it doesn't amount to much; in Unity in the "C .. a b c" example you have to create C separately beforehand.
1 {aside, never fiddle with the script execution ordering system in Unity in an effort to solve problems; it's only there for R&D purposes; however it could in fact help you investigate the behavior at hand in this problem, if you are particularly keen to fully understand why you're seeing what you're apparently seeing}
Use the debugger. Have breakpoints at the relevant spots, like PlayerStartPoint.Start() and LoadNewArea.OnTriggerEnter2D() and check that they are executed
At the right time
The right number of times
With the expected values
This should make you see where things get out of hand.
If you use Visual Studio, install https://marketplace.visualstudio.com/items?itemName=SebastienLebreton.VisualStudio2015ToolsforUnity to be able to debug Unity from within Visual Studio.
If you are not using Visual Studio, you probably should.
Is player persistent between scenes (does he have DontDestroyOnLoad)? If no then this might be the reason - you can either try loading the scenes by using the additive mode or by instantiating the player on scene load in correct position.