unity moving to another scene with current scene being paused - unity3d

I'm making a turn-based battle game in Unity3D and I have 2 scenes (a town scene and a battle scene). Whenever the character meets a monster, the game jumps to the battle scene where the character does battle and go back to the town scene after defeating or losing.
The problem is how to return to the town scene with the same state as when the character enters the battle scene (character position, statuses, etc.)
if I use
Application.LoadLevel('battlescene');
then
Application.loadLevel('townScene');
then the townscene will start from the first time. How to make the townscene continue from where we left off?

There are two ways that I think you can accomplish this. It all depends on your target platform and how important resources are but here we go:
1) If resources aren't an issue
You could put all your normal scene and battle scene objects in one scene.
Create two empty game objects (One for Town Scene objects and the other for Battle Scene Objects). You can then either have two versions
of your game character(s) or one. Then write a script that simply
switches the camera(s) from the town scene to the battle scene when
a battle is triggered and back to the town scene when the battle is
over.
If you have one version of each character you could simply add a script that changes the behaviour of your game character controller
to/from battle mode and normal/town mode.
If you have two versions of each character then you would simply need to write the appropriate character controller scripts and
activate/deactivate the game characters according to which one you are
using. This is how games like Final Fantasy 7,8,9 achieved the same
effect. There were two versions of the game characters: one for battle mode and the other for normal mode.
2) If resources ARE an issue
(and I think a more efficient way)
You could use the Application.LoadLevelAdditive function. This function allows you to load a different scene and rather than destroy everything in the current scene, it takes the new scene and all it's objects and adds them to the current scene.
So basically you can use it something like this:
Create a separate battlescene and within your scene, create an empty game object to hold every object in your scene.
In your noraml scene do the same.
When you need to go to battle mode use:
Application.LoadLevelAdditive ('battlescene');
And when/if you want to unload your battlescene after that you can do so by simply writing code to destroy the battlescene game object
since it contains everything from your battle scene.
As with the first method you can decide whether you want to have two different versions of your characters or not. One of the pros of having two versions is that if you want to save time by not going into detail with you game models (especially if your game is really big) you can have save processing power by using scaled down models for the town scene and using polished more detailed models for the battle scene, assuming your battle scene is a small stage representing the place where your characters are fighting. Think final fantasy VII. Just something to consider.
I hope that helps. I've written it all in a rush but lemme know if anything needs clearing up.

You can do it by script in c#
void onYourFunction()
{
Time.timeScale = 0; //pauses the current scene
Application.LoadLevelAdditive("YourNextScene"); //loads your desired other scene
}
And when you want to activate your game back you can use Time.timeScale = 1;

I know this is an old post, but there is one more method that can be used. This would be to save the state of the scene. This comes in handy when you don't expect users to have the resources for loading 2 scenes with the Application.LoadLevelAdditive. That method potentially can use twice the resources.
When you save the state (save all information that can change to a file or DB) you can then load the level at a later time and not have it sitting in memory. You could also use this to save your game.

I know it is on old post. But I have found another, very easy solution for my case. Just deactivating all GameObjects from one scene while the other is active and then reactivate it, as soon I go back to the root scene:
[Button]
public void UnPauseScene()
{
EndlessSceneCamera.gameObject.SetActive(true);
Time.timeScale = 1;
levelStatus = LevelStatus.Running;
foreach (var go in activeGameObjectsBeforeScenePaused)
{
go.SetActive(true);
}
}
[Button]
public void PauseScene()
{
//EndlessSceneCamera.gameObject.SetActive(false);
levelStatus = LevelStatus.Pause;
Time.timeScale = 0;
var allGameObjects = FindObjectsOfType<GameObject>().ToList();
activeGameObjectsBeforeScenePaused = allGameObjects.Where(x => isActiveAndEnabled).ToList();
foreach (var go in activeGameObjectsBeforeScenePaused)
{
go.SetActive(false);
}
}

Related

Using one scene for infinite levels

I am trying to make a game where there is a single scene, which will be used for an infinite number of levels until the player loses. All of my code is currently in a GameController script, and I have it so that when the level is completed, the player will press a key and integer for the level will be incremented, and the same scene will be loaded.
void Start()
{
gamePlaying = false;
currLevel = 0;
BeginGame();
}
void Update()
{
if (Input.GetKeyUp(KeyCode.Return))
{
currLevel++;
SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex);
}
}
I have this script and a DontDestroyOnLoad script attached to the GameController gameObject.
This currLevel variable is staying at 0 when printing to the console; however, it is updating in the inspector. What am I doing incorrectly, and is this a good way of setting up this project? Thank you!
There are some ways to implement this but I would recommend to not reload the scene but have a list or container with the objects you want to destroy and when loading the next scene you destroy these and create new. You can easly make a loading screen in this time and even better pre buffer the new scene when you notice the old one is comming to an end.
So instead of reloading the scene, destroy unnecessary objects and create the onse you need. Depending on your needs you may even reuse some as the floor for example and just change the color for your level. As said that all depents on your usecase.

How to duplicate a sprite in sprite kit and have them behave differently

I've been working on a IOS mobile game and I wanted to take an object,duplicate it, and have the copies move all over the screen. I've looked through Google to find things relevant to this but they were all in Objective C or just didn't have what I was looking for. I want to know how to do this in Swift and SpriteKit.
If you are working with SKSpriteNode you can copy it and all it's current properties with:
let copiedNode = nodeToCopy.copy() as! SKSpriteNode
You will still need need to add copiedNode to your scene. copiedNode will also continue to run any actions that nodeToCopy was running. You can cancel them with copiedNode.removeAllActions().
Note that the documentation for the protocol NSCopying reads exactly:
Protocol
NSCopying
A protocol that objects adopt to provide functional
copies of themselves.
The exact meaning of “copy” can vary from class to class, but a copy
must be a functionally independent object with values identical to the
original at the time the copy was made...
Indeed, in the case of SKSpriteNode, Apple have interpreted that idea so that the copy() function "spawns" another instance of the item, exactly as in any game engine.
(So, for SKSpriteNode copy() works identically to the sense of Instantiate in Unity, say.)
As mogelbuster points out below, there is nowhere in the Apple documentation that they state "The spawn command in Apple is copy()" but in fact they have interpreted this "The exact meaning of “copy” can vary from class to class" in exactly that way for SKNode, since indeed it's a game engine and it's the only meaningful sense of copy there.
It's worth noting that the most completely typical way to work in games is: for your say rocketShips, you would have one "model" of your rocketShip, say modelRocketShip. The model simply sits offscreen, or is perhaps marked as invisible or inactive. You never use the model in the game, it just sits there. When you spawn rocketShips, you just dupe the model. (So in Apple that's modelRocketShip.copy() and then set the position etc.)
You can define a function to create and return a sprite :
func createSprite()->SKSpriteNode{
let sprite = SKSpriteNode(...)//Use the init function in the SKSpriteNode class
//Add some code to define the sprite's property
return sprite
}
And call this function to get some sprites that have the same property:
let spriteOne = createSprite()
let spriteTwo = createSprite()
Then you can add different SKActions to each of them so that they can behave differently.
Once you have multiple SKSpriteNodes, you can also control them by using EnumerateChildNodesWithName (assuming all your nodes have the same name) to go through all of them do do what you want in the update() function.
On a more advanced level, you could subclass SKSpriteNode and incorporate your own behaviour in your custom class.

GameObject isn't in the hieararchy, but its script's Update is called?

Now I am facing a ghost object.
There was a script attached to an object which I deleted. But for some reason, the script's update function is always being called.
I added this line to the Update: Debug.Log(name), and its name is Flamestrike, but when I search it in the hierarchy, there are no results.
And if I set its position to 0,1,0 (so it should be visible), it is not visible in the game either.
So please help me because it drives me crazy :(
Edit:
Debug.Log("a");
if(transform.parent == null) {
transform.SetParent(GameObject.Find("Canvas").transform);
Debug.Log("Canvas");
}
I also tried this, and it prints Canvas, so it sets its parent to Canvas, but I can't see any Flamestrike objects under Canvas.
When Instantiating a prefab GameObject, for some reason it was being created with Hidden Flags. In order to solve this, we added the code: this.gameObject.hideFlag = HideFlags.None; which allowed the object to show up in the hiearchy finally.
The only other source I could find on this was this answer, which had basically no explanation as to why it occured. http://answers.unity3d.com/questions/921819/instantiated-prefabs-not-showing-up-in-hierarchy.html (quoted below)
Found the issue, not sure why but: These two ways are working (prefab
is a GameObject defined elsewhere).
Player1 = Instantiate(prefab) as GameObject;
Instantiate(prefab) as GameObject;
For some reason the prototype:
Instantiate(prefabName, position, rotation);
Was not working.
(Sorry if this is not the correct way to write this, but the comments are too short, and can't be formatted)
This not fully true, I think.
This hidden gameObject wasn't created via script. I dragged the prefab to the scene, then somehow I didn't delete the prefab fully. (or didn't even delete, just made it hidden)
It disappeared in the hieararchy, but it wasn't deleted fully.
After we made the object visible via script, now it is visible.
(but only in play mode, so I can't delete it, because it is not visible in scene view)
And it got some interesting components/attributes.
The original story:
FlameStrike - a Container for scaling purposes (empty gameObject)
-FlameStrike - a gameobject with animation, FlameStrike.cs script etc.
--Particle System - a part. system with this exact name.
But after we found the remaining hidden object it was like this:
So I don't understand what I did. It deleted some parts of the prefab, but also mixed some parts,
(like adding the Particle System object's Particle System component to this FlameStrike object)
then made it hidden. Is there a hotkey for this? :D Because it is not script related issue, I did this in the editor.

Collision detection between two character controllers

I am new to Unity and scripting. I have two players and both are using a character controller. I have done this thing
I have used onControllerColliderHit function.
I have print the name like this gameobj.name.
It will show the name of the object that it hit
But the problem is it passes through it. I want that it's not able to pass through it and it will behave just like rigid bodies have. Like there must be effect of force through which second player hit it.
Check the doc. CharacterController as is has no RigidBody attached:
The Character Controller is mainly used for third-person or
first-person player control that does not make use of Rigidbody
physics.
Basically CharacterController is only a Collisor designed for preventing compenetration between the character and objects in the scene, but doesn't work as you expect when the collision occurs between 2 CharacterControllers.
Particularly:
The Controller does not react to forces on its own and it does not
automatically push Rigidbodies away.
Like shown in OnControllerColliderHit documentation you can manually handle the collision when this occurs. For example you can push away from each other the character controller object when they collide since you have the move direction:
Vector3 pushDir = new Vector3(hit.moveDirection.x, 0, hit.moveDirection.z);
transform.Translate (-pushDir * offset);

Subclassing a sprite in cocos2d

A few days ago, I started working with cocos2d. I really like the framework. I would like to create a game with cocos2d and have a probably simple question...
I am making a game with 4 characters, which all have similar characteristics, but have some different attributes like "type" and "points". I'd like to subclass the sprites into one class which handles all their logic, drawing, and animation.
My question though, is how do I call the sprite class with say, a "type" parameter of 1, 2, 3, or 4 and then have the class draw the correct sprite into my scene with all of it's individual logic?
Thanks!
You should have an Enemy class that contains properties of specific enemies and that are not type specific (like position, current health, a CCSprite instance?) and an EnemyType class that contains properties that are shared among all enemies of a specific type (max health, max speed, size, sprite filename). You should load your enemy types prior to loading the level, than instantiate each enemy using the appropriate type in the constructor.
For example if your enemy element in the level file looks like this
<enemy><type>spider</type>...more properties...</enemy>
The code (pseudo) would do something like
EnemyType *enemyType = nil;
if (typeElement.value == "spider")
{
enemyType = spiderType;
}
Enemy *newEnemy = [Enemy enemyWithType:enemyType];
Also the Enemy class should contain the CCSprite that represents it, not subclass it. An enemy is not a sprite, so unless I'm missing something, as i see it, an enemy should not inherit from a sprite. I'd read about when to contain and when to inherit.
EDIT:
Another nice post to read that seems very relevant and could communicate a few other things probably better than me.
Anyway, my intention was not to make you think you should just rethink your entire design. What i'm proposing is "better" MVC-wise, but it doesn't mean it's better for your game. If you spend all your time on "design correctness" you'll never get a game done, especially if you're just learning the cocos2d framework, i was actually making a learning project not too long ago and Steve McConnel himself would come over and slap me if he saw it.
If you're working on a game alone and it's a small project go ahead and subclass away if it's going to be more manageable to you, everything, including "design correctness" needs to be properly quantified (except maybe usage of "goto" statements :) ).
polymorphism in this way can be done a couple of different ways, some better than others.
1) you could try to just override the init or node method and set up your object there.
+(CCSprite *)node
{
MySprite * returnSprite = [super node];
returnSprite.hat = #"fedora";
returnSprite.hatImage = [CCSprite spriteWithImage:...];
}
2) use reflection (psuedocode)
-(void)drawingMethodHere
{
[self.hat drawAtPoint:somePoint];
}
then override -(CCNode *)hat to reflect the type.
you may have to do some combination of them, but plan a little before you start, you will end up saving a lot of time.
You should subclass CCNode instead of subclassing CCSprite.
I think your problem is quite easy. Just create a base class called Character, which has the common logic, properties etc etc. Then you create 4 other classes like, enemy, player and so on and subclass from Character base. Note the character base should be subclassing CCNode.
Now you override the logic to fit your needs in the specific class. Now you will be able to use polymorphism, which is good.
For your sprite I would say create an instance variable of the CCSprite type and then create methods to initialize with an image. Then you will just add that sprite as a child when initializing the object.