In the game menu i want the menu items slide away from the screen and then scene changes.
I can't seem to make it work one by one, they seems to execute the same time so there is no time for the menu items to move.
#Override
public void onBackKeyPressed()
{
// SceneManager.getInstance().loadMenuScene(engine);
if(hasChildScene()) {
/* Remove the menu and reset it. */
menuOut();
this.gameMenuChildScene.back();
} else {
/* Attach the menu. */
createGameMenuChildScene();
}
}
The AndEngine Cookbook designed an animated game menu by making it an Entity and attaching it to the HUD, no Scene changes at all.
Otherwise, why don't you make a Callback once the animation is complete to change the scene?
-Sorry i can't comment yet and i wanted to help
U can do it like this: where 2f is time in seconds. It's not nice but it should work.
this.registerUpdateHandler(new TimerHandler(2f, new ITimerCallback() {
public void onTimePassed(final TimerHandler pTimerHandler) {
resourcesManager.engine.unregisterUpdateHandler(pTimerHandler);
//change scene here
}
}));
You also have isFinished() method in your EntityModifier. You can initialize onUpdate and check isFinished() method. When it returns true you will change the scene. It more elastic and nicer way to do it. I can't verify it right now so you have to check the soultion yourself.
Related
Even the official documentation has borderline insane recommendations to solve what is probably one of the most common UI/3D interaction issues:
If I click while the cursor is over a UI button, both the button (via the graphics raycaster) and the 3D world (via the physics raycaster) will receive the event.
The official manual:
https://docs.unity3d.com/Packages/com.unity.inputsystem#1.2/manual/UISupport.html#handling-ambiguities-for-pointer-type-input essentially says "how about you design your game so you don't need 3D and UI at the same time?".
I cannot believe this is not a solved problem. But everything I've tried failed. EventSystem.current.currentSelectedGameObject is sticky, not hover. PointerData is protected and thus not accessible (and one guy offered a workaround via deriving your own class from Standalone Input Module to get around that, but that workaround apparently doesn't work anymore). The old IsPointerOverGameObject throws a warning if you query it in the callback and is always true if you query it in Update().
That's all just mental. Please someone tell me there's a simple, obvious solution to this common, trivial problem that I'm just missing. The graphics raycaster certainly stores somewhere if it's over a UI element, right? Please?
I've looked into this a fair bit and in the end, the easiest solution seems to be to do what the manual says and put it in the Update function.
bool pointerOverUI = false;
void Update()
{
pointerOverUI = EventSystem.current.IsPointerOverGameObject();
}
Your frustration is well founded: there are NO examples of making UI work with NewInput which I've found. I can share a more robust version of the Raycaster workaround, from Youtube:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.InputSystem;
using UnityEngine.UI;
/* Danndx 2021 (youtube.com/danndx)
From video: youtu.be/7h1cnGggY2M
thanks - delete me! :) */
public class SCR_UiInteraction : MonoBehaviour
{
public GameObject ui_canvas;
GraphicRaycaster ui_raycaster;
PointerEventData click_data;
List<RaycastResult> click_results;
void Start()
{
ui_raycaster = ui_canvas.GetComponent<GraphicRaycaster>();
click_data = new PointerEventData(EventSystem.current);
click_results = new List<RaycastResult>();
}
void Update()
{
// use isPressed if you wish to ray cast every frame:
//if(Mouse.current.leftButton.isPressed)
// use wasReleasedThisFrame if you wish to ray cast just once per click:
if(Mouse.current.leftButton.wasReleasedThisFrame)
{
GetUiElementsClicked();
}
}
void GetUiElementsClicked()
{
/** Get all the UI elements clicked, using the current mouse position and raycasting. **/
click_data.position = Mouse.current.position.ReadValue();
click_results.Clear();
ui_raycaster.Raycast(click_data, click_results);
foreach(RaycastResult result in click_results)
{
GameObject ui_element = result.gameObject;
Debug.Log(ui_element.name);
}
}
}
So, just drop into my "Menusscript.cs"?
But as a pattern, this is terrible for separating UI concerns. I'm currently rewiring EVERY separately-concerned PointerEventData click I had already working, and my question is, Why? I can't even find how it's supposed to work: to your point there IS no official guide at all around clicking UI, and it does NOT just drop-on-top.
Anyway, I haven't found anything yet which makes new input work easily on UI, and definitely not found how I'm going to sensibly separate Menuclicks from Activityclicks while keeping game & ui assemblies separate.
Good luck to us all.
Unity documentation for this issue with regard to Unity.InputSystem can be found at https://docs.unity3d.com/Packages/com.unity.inputsystem#1.3/manual/UISupport.html#handling-ambiguities-for-pointer-type-input.
IsPointerOverGameObject() can always return true if the extent of your canvas covers the camera's entire field of view.
For clarity, here is the solution which I found worked best (accumulated from several other posts across the web).
Attach this script to your UI Canvas object:
public class CanvasHitDetector : MonoBehaviour {
private GraphicRaycaster _graphicRaycaster;
private void Start()
{
// This instance is needed to compare between UI interactions and
// game interactions with the mouse.
_graphicRaycaster = GetComponent<GraphicRaycaster>();
}
public bool IsPointerOverUI()
{
// Obtain the current mouse position.
var mousePosition = Mouse.current.position.ReadValue();
// Create a pointer event data structure with the current mouse position.
var pointerEventData = new PointerEventData(EventSystem.current);
pointerEventData.position = mousePosition;
// Use the GraphicRaycaster instance to determine how many UI items
// the pointer event hits. If this value is greater-than zero, skip
// further processing.
var results = new List<RaycastResult>();
_graphicRaycaster.Raycast(pointerEventData, results);
return results.Count > 0;
}
}
In class containing the method which is handling the mouse clicks, obtain the reference to the Canvas UI either using GameObject.Find() or a public exposed variable, and call IsPointerOverUI() to filter clicks when over UI.
Reply to #Milad Qasemi's answer
From the docs you have attached in your answer, I have tried the following to check if the user clicked on a UI element or not.
// gets called in the Update method
if(Input.GetMouseButton(0) {
int layerMask = 1 << 5;
// raycast in the UI layer
RaycastHit2D hit = Physics2D.Raycast(Camera.main.ScreenToWorldPoint(Input.mousePosition), Vector2.zero, Mathf.Infinity, layerMask);
// if the ray hit any UI element, return
// don't handle player movement
if (hit.collider) { return; }
Debug.Log("Touched not on UI");
playerController.HandlePlayerMovement(x);
}
The raycast doesn't seem to detect collisions on UI elements. Below is a picture of the Graphics Raycaster component of the Canvas:
Reply to #Lowelltech
Your solution worked for me except that instead of Mouse I used Touchscreen
// Obtain the current touch position.
var pointerPosition = Touchscreen.current.position.ReadValue();
An InputSytem is a way to receive new inputs provided by Unity. You can't use existing scripts there, and you'll run into problems like the original questioner. Answers with code like "if(Input.GetMouseButton(0)" are invalid because they use the old system.
im new in unity and i have a problem
I am making a game that have 2 scence(Main Menu Scence and Game Scence), i put my music on Main Menu scence. I make a empty game object and i attach audio source there(music) , and i also attach script like this :
First script
public static KeepTheMusicOn Instance;
void Awake()
{
if (!Instance)
Instance = this;
else
Destroy(this.gameObject);
DontDestroyOnLoad(this.gameObject);
}
With that script i can keep music play in second scence wihtout restart the music, and in the main menu scence i have settings that have button to mute the music , the button will run my second script .
Second Script:
public AudioSource mainMusic;
public void Update()
{
DontDestroyOnLoad(mainMusic);
}
public void MusicOnOff()
{
if (mainMusic.isPlaying)
{
mainMusic.Pause();
}
else
{
mainMusic.UnPause();
}
}
My problem is when i start the game so im in my main menu scence i can mute the music with the button, but when i go to game scence and i back to menu, the button dont do anything.
So that is my problem, i hope anyone can help me. Sorry for my bad english.
Sounds like when switching scenes you destroy the button. When you them go back to the main menu you destroy the duplicate instance of your audio controller thing => references configured in the Button are lost.
In your case since you use a public Singleton anyway you could as well (ab)use it and put a component on the Button itself instead (thus the reference can not get lost) and do something like e.g.
[RequireComponent(typeof(Button))]
public class MusicButton : MonoBehaviour
{
[SerializeField] private Button button;
private void Awake()
{
if(!button) button = GetComponemt<Button>();
// dynamically add the callback
// it won't appear in the editor but get called in onClick
button.onClick.AddListener(OnClicked);
}
private void OnClicked()
{
KeepTheMusicOn.Instance.MusicOnOff();
}
}
If you prefer seeing it in the editor you can ofcourse as well rove it from Awake, make the OnClicked public and reference it in the button's onClick event manually.
I want to put loader in between dialog boxes come up for the purchase. What is the way for this?
Because when game player press Buy button, he should require to wait for 5 to 10 second depends on internet speed and server response and this process happed 2 to 3 times because multiple dialogs come up within screen.
So in this case, may be player can leave the screen. I want to put the loader so that game player realise that some processing is running in background, he required to wait for some time.
At present I was following completely this code for Unity IAP setup.
Integrating Unity IAP In Your Game
I assume this is for mobile platform but even if its not still the following can be considered:
Simple solution is to create a full screen Image (UI/Panel) object in your UI to block clicks. I would use Animator component (with triggers) to display this panel in front of other UI when there is a background process running.
public class Loader : MonoBehaviour
{
public static Loader Instance;
Animator m_Animator;
public bool Loading {get; private set;}
void Awake()
{
Instance = this; // However make sure there is only one object containing this script in the scene all time.
}
void Start()
{
//This gets the Animator, which should be attached to the GameObject you are intending to animate.
m_Animator = gameObject.GetComponent<Animator>();
Loading = false;
}
public void Show()
{
Loading = true;
m_Animator.SetBool("Loading", Loading); // this will show the panel.
}
public void Hide()
{
Loading = false;
m_Animator.SetBool("Loading", Loading); // this will hide the panel.
}
}
Then in any script which manipulates UI:
public void BuyButtonClicked()
{
Loader.Instance.Show();
// process time taking stuff
Loader.Instance.Hide();
}
You can also create any kind of loading animation as child of panel object using simple images and animation tool inside Unity (for example rotating animation (use fidget spinner, its cool)).
And in case of Android where user have option to leave screen by pressing OS back button you can prevent going back by checking if any loading is in progress by following example:
// code for back button
void Update()
{
if (Input.GetKeyDown(KeyCode.Escape))
{
BackButtonPressed();
}
}
void BackButtonPressed()
{
if(Loader.Instance.Loading)
return;
// use back button event. (For example to leave screen)
}
Hope this helps ;)
I want to determine whether the camera changed event was initiated from the user or not. (i have to make different actions based on that). So if the user pans a camera with the finger, i have to close sg, but if i moved the camera with the API, i do not.
Currently i cannot decide it was a user event or not, in my OnCameraChangeListener, because the onCameraChange(CameraPosition var1) method does not provide any kind of information about that.
I also tried to save the last marker position which i animated onto programmatically, and check that in the listener method:
map.setOnCameraChangeListener(new GoogelMap.onCameraChangeListener {
public void onCameraChange(CameraPosition position) {
if (!cameraPosition.target.equals(lastClickedMarker)) {
// this is a user event
}
}
I set the lastClickedMarker with the OnMarkerClickListener. I found out i cannot rely on this, because the cameraPosition and lastClickedMarker coordinates will always differ a little, even if really animate to that marker programmatically with animateCamera().
Is there any way to solve this?
You can set a boolean before you change the camera programatically, and check if it is set (and unset) in the onCameraChange method.
Something like this:
// Moving programmatically
cameraMovedProgrammatically = true;
map.animateCamera(cameraUpdate);
And checking it:
public void onCameraChange(CameraPosition position) {
if (cameraMovedProgrammatically) {
// this is not a user event
cameraMovedProgrammatically = false;
} else {
// this is a user event
}
}
I've been working on switching my applications from Swing to JavaFX. I've been working on a room escape game which displays a description of the item on which the user clicks. In Swing, I'd subclass JComponent and override the paintComponent(Graphics) method. I could draw the text there, knowing that the method is constantly called to update the screen. However, using the JavaFX Canvas, there is no method that is called constantly, which makes this task harder. I attempted save()ing the GraphicsContext after I drew the images and called restore() when I wanted to remove the text, but to no avail. Here's the important code:
package me.nrubin29.jescape;
import javafx.application.Platform;
import javafx.scene.canvas.Canvas;
import javafx.scene.canvas.GraphicsContext;
import javafx.scene.shape.Rectangle;
import java.util.Timer;
import java.util.TimerTask;
public class RoomPane extends Canvas {
private Room room;
private Toast toast;
public RoomPane() {
super(640, 480);
setOnMouseClicked(e -> {
for (JObject o : room.getObjects()) {
if (o.getBounds().contains(e.getX(), e.getY())) {
toast = new Toast(o.getDescription());
}
}
});
new Timer().schedule(new TimerTask() {
#Override
public void run() {
if (toast == null) {
return;
}
if (toast.decrement()) { // Decrements the internal counter. If the count is 0, this method returns true.
toast = null;
Platform.runLater(() -> getGraphicsContext2D().restore());
}
else {
Platform.runLater(() -> getGraphicsContext2D().strokeText(toast.getText(), 300, 100));
}
}
}, 0, 1000);
}
public void changeRoom(Room room) {
this.room = room;
GraphicsContext g = getGraphicsContext2D();
g.drawImage(room.getBackground(), 0, 0);
for (JObject o : room.getObjects()) {
g.drawImage(o.getImage(), getCenterX(o.getBounds()), getCenterY(o.getBounds()));
}
g.save();
}
}
I attempted save()ing the GraphicsContext after I drew the images and called restore() when I wanted to remove the text, but to no avail.
save and restore have nothing to with removing things like text, what they do is save in a stack the state of various settings like a stroke or fill to use to draw shapes and allow them to be popped off the stack for application later. Those routines don't effect the pixels drawn on the canvas at all.
To remove something from a GraphicsContext, you can either draw over the of it, or clear it. For your code, what you could do is snapshot the canvas node where you are trying to save it, then draw your snapshot image onto the canvas where you are trying to restore it. It is probably not the most efficient way of handling drawing (a smarter routine which just draws only damaged area where the text is would be better, but probably not required for your simple game).
However, using the JavaFX Canvas, there is no method that is called constantly
Rather than using a timer to trigger canvas calls, use a AnimationTimer or a Timeline. The AnimationTimer has a callback method which is invoked every pulse (60 times a second, or as fast as JavaFX can render frames, whichever is the lesser), so it gives you an efficient hook into the JavaFX pulse based rendering system. The Timeline can have keyframes which are invoked at user specified durations and each keyframe can have an event handler callback which is invoked at that duration.
Using the built-in JavaFX animation framework, you don't have to worry about multi-threading issues and doing things like Platform.runLater which overly complicate your code and can easily lead to subtle and serious errors.
On a kind of unrelated note, for a simple game like this, IMO you are probably better off recoding it completely to use the JavaFX scene graph rather than a canvas. That way you will be working at a higher level of abstraction rather than clip areas and repainting damaged paint components.