I've used Animator to create two animation states, I want to change the speed of these animations at run type. How can I get these animations at run time and change their speed? Do I have to attach Animation component or Animator is enough?
Use GetCurrentAnimatorStateInfo() to get current state info.
"Base Layer" is your base layer's name
var currentState : AnimatorStateInfo = animator.GetCurrentAnimatorStateInfo(0);
if (currentState.nameHash == Animator.StringToHash("Base Layer.Player_standing"))
{
Debug.Log("I'm standing");
}
//get animation:
animator = GetComponent<Animator>();
AnimatorStateInfo stateInfo = animator.GetCurrentAnimatorStateInfo(0);
//get animation speed, add animation speed
Debug.Log("StateInfo length: "+stateInfo.length);
if(Input.GetKeyDown(KeyCode.A))
{
animator.speed += 1f;
}
Related
I know that in SceneKit, you can enable a banner on the side of the SKView to look at real time frame rates and other useful debugging information. But what about MTKView? I don't seem to find such a property to enable, or how I can query the current frame rate. (Because I am rendering something that have a frame rate of 0.5fps or so)
I don't think there is simple flag for you. Because you control the complete rendering pipeline when creating a command buffer, Metal can't know where to inject a rendering pass with some custom text.
You could inject your own rendering pass (based on a flag like var showDebugInformation = true) in your pipeline, but that sounds like a bit of work.
I would probably monitor frame times manually in the draw method and update a label every draw. A rough outline could look like this:
var previousFrameAtTime: Date
let lastFrameTime = CurrentValueSubject<TimeInterval, Never>(.infinity)
func draw(in view: MTKView) {
lastFrameTime.send(Date().timeIntervalSince(previousFrameAtTime))
previousFrameAtTime = Date()
// ...
}
Then you can observe this value in your view, something like this:
import Combine
class MyViewController: UIViewController {
let label = UILabel()
var cancellables: [AnyCancellable] = []
func subscribeToFrameTime() {
renderer.lastFrameTime
.sink { label.text = "\($0 * 1000) ms." }
.store(in: &cancellables)
}
}
I have a unity game and in it, a rotating game object, which increases its speed when it is clicked.
My problem is that the game does not work as I want it to. Right now, if I click any part of the screen, it increases the game object's speed of rotation. On the other hand, if I keep my finger on the screen, the game object starts to slow down and then starts rotating in the opposite direction.
I want the rotation of the object to increase when I click on it, not just if I click on any part of the screen. Furthermore, I don't know why holding down reverses the direction of rotation.
var speed = 1;
var click = 0;
Screen.orientation = ScreenOrientation.LandscapeLeft;
function Update (){
{
transform.Rotate(0,0,speed);
}
if(Input.GetMouseButton(0))
{
if(speed != 0)
{
speed = 0;
} else {
click++;
speed = click;
}
You must use Input.GetMouseButtonUp or Input.GetMouseButtonDown, NOT A Input.GetMouseButton, this method used for clamping.
Try use this code:
var speed = 1;
var click = 0;
Screen.orientation = ScreenOrientation.LandscapeLeft;
function Update (){
{
transform.Rotate(0,0,speed);
}
if(Input.GetMouseButtonDown(0))
{
if(speed != 0)
{
speed = 0;
} else {
click++;
speed = click;
}
A few issues here:
Firstly:
To increase speed upon clicking on the object only, use raycasting from camera, and check if it hits your object. Your object needs need a collider component on it for this to work.
RaycastHit hit;
Ray ray = camera.ScreenPointToRay(Input.mousePosition);
if (Physics.Raycast(ray, out hit))
{
Transform objectHit = hit.transform;
objectHit.Rotate(0,0,speed);
}
Refer to https://docs.unity3d.com/Manual/CameraRays.html -> Raycasting section, for more information.
Secondly:
Input.GetMouseButtonDown(..) // returns true at the instance your mouse button transits from up to down
Input.GetMouseButton(..) // returns true as long as your mouse button is held down
Use Input.GetMouseButtonDown(..) in your Update() method if you want to to do something when you click on it.
In my unity based Android game I wish to add the image dynamically based on the number of questions in each level. The image is shown for reference. Each correct answer will be marked in green and the wrong one in red. I am new to unity and trying hard to find steps to achieve this.
Any help with an example for this requirement will be a great help.
I once wrote a script for dynamically creating buttons based on each level. What I did was creating the first button on the scene and adding the other buttons based on the first one. Below is the shell of my code:
// tutorialButton and levelButtons are public variables which can be set from Inspector
RectTransform rect = tutorialButton.GetComponent<RectTransform> ();
for (int i = 1; i < levelSize; i++) {
// Instantiate the button dynamically
GameObject newButton = GameObject.Instantiate (tutorialButton);
// Set the parent of the new button (In my case, the parent of tutorialButton)
newButton.transform.SetParent (levelButtons.transform);
//Set the scale to be the same as the tutorialButton
newButton.transform.localScale = tutorialButton.transform.localScale;
//Set the position to the right of the tutorialButton
Vector3 position = tutorialButton.transform.localPosition;
position.x += rect.rect.width*i;
newButton.transform.localPosition = position;
}
I am not exactly sure if this is the right approach as it may or may not give unexpected results depending on different screen sizes and your canvas, but hopefully it gives you an idea about dynamically creating objects.
I'm not sure if this helps, but if you have all the images in the scene under a canvas, with this you just need to drag the canvas on the script and use
//level-1 is to keep the array notation
FindObjectOfType<NameOfScript>.ChangeColor(level-1,Color.green);
or you can do also
//level-1 is to keep the array notation
FindObjectOfType<NameOfScript>.RevertColor(level - 1);
This is the script:
//Keep it private but you still see it in inspector
//#Encapsulation :)
[SerializeField]
private Canvas _canvas;
private Image[] _images;
//keep the original colors in case you want to change back
private Color[] _origColors;
void Start () {
_images = GetComponentsInChildren<Image>();
_origColors = new Color[_images.Length];
for (int i = 0; i < _images.Length; i++)
{
_origColors[i] = _images[i].color;
}
}
//Reverts the color of the image back to the original
public void RevertToOriginal(int imageIndex)
{
_images[imageIndex].color = _origColors[imageIndex];
}
//Change to color to the coresponding index, starts from 0
public void ChangeColor(int imageIndex, Color color)
{
_images[imageIndex].color = color;
}
P.S If you want it visible only at the end you can make a method where you enable = (true or false) for the canvas. So you keep it false till the end of the level and you make it true when you want to show, while after every answer you call the ChangeColor depending on the result.
To make it easier you can use:
NameOfScript variableName = FindObjectOfType<NameOfScript>();
and after that you just call
variableName.ChangeColor(level - 1, Color.green);
Also it does not matter where you put the script. I would make some kind of manager(empty GameObject) in the scene and put it there.
I'd like to animate my Score-GUI text counting up to a variable value but there are two things in my way:
1: How can I animate to a variable instead of a fixed value?
2: Why can't I add own properties (like int) to my script and animate them?
For #2 I created a property in my script. Yet the editor won't show it in the AddProperty-dialog (as shown below):
public int currentScore = 0;
public int score {
get { return currentScore; }
set { this.currentScore += value; }
}
EDIT: The animator is set up in the most basic way:
Since you only have 1 Animation. An Animator is irrelevant to the solution. This is tested and working. Now you need to make the Animation a Legacy type to get this working because we are not going to use the Animator.
Click the Animation on the Project -> look at the upper right section of the Inspector view, there is a little button there which will drop down a selection. "Debug" then Check the Legacy.
Set your Animation to whatever you want. I force the WrapMode in the script to be wrap mode once. So it will only play once.
Now in the Animation Component make sure you select the Animation that you want by default or it wont work. Cause we only use anim.Play(); Without parameters meaning, run the default animation that is set.
I created a Text UI and added an Animation that alpha is 0 from the start and at the end point making it 1. You have to do that on your own.
using UnityEngine;
using System.Collections;
using UnityEngine.UI;
public class MyScore : MonoBehaviour {
// Use this for initialization
public int currentScore = 0;
public GameObject Myscore; // Drag the GameObject that has the Animation for your score.
public Text myScoreText; //Drag in the Inspector the Text object to reference
public Animation anim;
public int score
{
get { return currentScore; }
set { this.currentScore += value; }
}
void Start()
{
anim = Myscore.GetComponent<Animation>(); // Reference the Animation Component.
anim.wrapMode = WrapMode.Once; // Legacy animation Set to play once
AddScore();
}
public void AddScore()
{
score += 10;
myScoreText.text = score.ToString();
anim.Play();
Debug.Log("Current Score is "+ score);
Invoke("AddScore", 2);
}
}
Good luck.
I have to create an mobile flex application with tabbed navigator view. One of the view must satisfy this condition: when the view is selected, an image will appear for one second and then disappear for half a second, then reappear at a random position on the screen of the view. This will repeat until another view is selected.
I'm new to Mobile Flex and I need your help.
Thanks you in advance.
Best regards,
HBLE
Use enterFrame event or a Timer to hide/show the image.
Set the image x and y properties to show the image at a specific position
Use Math.random() to generate a random number in the interval [0,1]
Important:
When tab is active call init();
When changing to other tab do not forget to stop the timer and remove event listeners.
(for performance reasons and to avoid memory leaks)
Sample code:
var isVisible:Boolean = false;
function init():void
{
// we show / hide with a delay of 1 second
var t:timer = new Timer(1000);
t.addEventListener(TimerEvent.Timer, onTimer);
t.start();
}
function onTimer(event:TimerEvent):void
{
if(isVisible)
{
hideImage();
}
else
{
showAndMoveImage();
}
isVisible = !isVisible;
}
function hideImage():void
{
myImage.visible = false;
}
function showAndMoveImage():void
{
// we reposition image in screen, assume image size is smaller then screen
myImage.x = Math.random() * (stage.width - myImage.width);
myImage.y = Math.random() * (stage.height - myImage.height);
myImage.visible = true;
}