Hello everyone I have been following this tutorial here http://www.gogo-robot.com/2011/05/30/xna-skinned-model-animations/ and so far its great got the animations playing and everything, but now I want to expand it and stop the continuous loops say for instance i press the a key to make the model jump when i release the a key i want him to stop jumping but if i hold the a key i want him to keep jumping. Here what i have tried so far
and none of it works.
I am stumped here on how to do this thanks for any help with this.
private void HandleInput(GameTime gameTime)
{
currentGamePadState = GamePad.GetState(PlayerIndex.One);
// Check for changing anims
//SkinningData skinningData = model.Tag as SkinningData;
SkinningData sd = jumper.model.Tag as SkinningData;
if (currentGamePadState.Buttons.A == ButtonState.Pressed)
{
if (jumper.animationPlayer.CurrentClip.Name != "Fire")
jumper.animationPlayer.StartClip(sd.AnimationClips["Fire"]);
}
if (currentGamePadState.Buttons.X == ButtonState.Pressed)
{
if (jumper.animationPlayer.CurrentClip.Name != "DieF")
jumper.animationPlayer.StartClip(sd.AnimationClips["DieF"]);
}
//does not work
if (currentGamePadState.Buttons.X == ButtonState.Released)
{
if (jumper.animationPlayer.CurrentClip.Name == "DieF")
jumper.animationPlayer.StartClip(sd.AnimationClips["Idel"]);
}
if (currentGamePadState.Buttons.Y == ButtonState.Pressed)
{
if (jumper.animationPlayer.CurrentClip.Name != "Idel")
jumper.animationPlayer.StartClip(sd.AnimationClips["Idle"]);
}
//does not work
if (jumper.animationPlayer.CurrentTime == jumper.animationPlayer.CurrentClip.Duration)
{
//set him back to idel
jumper.animationPlayer.StartClip(sd.AnimationClips["Idle"]);
}
I have tried these configuration with no luck in the game
// Starts playing the entirety of the given clip
public void StartClip(string clip, bool loop)
{
AnimationClip clipVal = skinningData.AnimationClips[clip];
StartClip(clip, TimeSpan.FromSeconds(0), clipVal.Duration, loop);
}
// Plays a specific portion of the given clip, from one frame
// index to another
public void StartClip(string clip, int startFrame, int endFrame, bool loop)
{
AnimationClip clipVal = skinningData.AnimationClips[clip];
StartClip(clip, clipVal.Keyframes[startFrame].Time,
clipVal.Keyframes[endFrame].Time, loop);
}
// Plays a specific portion of the given clip, from one time
// to another
public void StartClip(string clip, TimeSpan StartTime, TimeSpan EndTime, bool loop)
{
CurrentClip = skinningData.AnimationClips[clip];
currentTime = TimeSpan.FromSeconds(0);
currentKeyframe = 0;
Done = false;
this.startTime = StartTime;
this.endTime = EndTime;
this.loop = loop;
// Copy the bind pose to the bone transforms array to reset the animation
skinningData.BindPose.CopyTo(BoneTransforms, 0);
}
Can you not attach a bool on the animation clip to tell it to play only once, or an active variable that can be called.
Related
I am making a platformer game where you have to dodge spikes, and I tried to use the transform.position method, but it gave too many bugs. With rigidbodies(rb.addforce), it has acceleration, and I saw somewhere that you could use getaxisraw to do it. Is there any way that I could add this to my current script without deviating too much (still being able to use wasd and arrow keys)?
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class playerscript : MonoBehaviour
{
public float movespeed = 0.01f;
public Rigidbody2D rb;
public bool isgrounded = true;
public float jumpheight = 500f;
public float level = 1;
// Start is called before the first frame update
void Start()
{
rb = this.gameObject.GetComponent<Rigidbody2D>();
}
// Update is called once per frame
void FixedUpdate()
{
if (Input.GetKey(KeyCode.A) || (Input.GetKey(KeyCode.LeftArrow)))
{
rb.AddForce(-Vector2.right * movespeed);
}
if (Input.GetKey(KeyCode.W) && isgrounded || (Input.GetKey(KeyCode.UpArrow) && isgrounded))
{
rb.AddForce(transform.up * jumpheight);
isgrounded = false;
}
if (Input.GetKey(KeyCode.D)||(Input.GetKey(KeyCode.RightArrow)))
{
rb.AddForce(Vector2.right * movespeed);
}
}
private void OnCollisionEnter2D(Collision2D collision)
{
if (collision.gameObject.tag == "enemy")
{
Debug.Log("hio");
if (level == 1)
{
Debug.Log("resetpos");
transform.position = new Vector3((float)-11.343, (float)-0.49, 0);
}
}
}
private void OnCollisionStay2D(Collision2D collision)
{
if (collision.gameObject.tag == "ground")
{
isgrounded = true;
}
}
}
From https://docs.unity3d.com/ScriptReference/Input.GetAxisRaw.html, I think that Input.GetAxisRaw("Horizontal") will return -1 if the user presses in left or a, 0 if the user is not pressing left or right or a or d, and 1 if the user presses right or d. Similarly, this also occurs for Input.GetAxisRaw("Vertical"). I think it will return -1 if the user wants to go down, 0 if the user is not pressing up or down, and 1 if the user wants to go up.
In FixedUpdate(), you can get Input.GetAxisRaw("Horizontal") to get whether they want to move right or left, and Input.GetAxisRaw("Vertical") to get whether they want to move down or up. Then, you can handle it by moving the character appropriately.
For example, you can do this:
void FixedUpdate()
{
if (Input.GetAxisRaw("Horizontal") == -1)
{
// Code to move left
}
else if (Input.GetAxisRaw("Horizontal") == 1) {
// Code to move right
}
if (Input.GetAxisRaw("Vertical") == -1)
{
// Code to move down or squat
}
else if (Input.GetAxisRaw("Vertical") == 1)
{
// Code to move up or jump
}
}
Please excuse me if I made any C# syntax errors.
Okay so I'm making a photography game where when you 'take a photo', Unity sends a few raycasts forward to check if certain tagged items are in the photo (all within the cameras FOV). My problem is, this seems to work intermittently! Sometimes it finds the tagged objects, other times it will be right in front of the view yet it will miss it completely! Can anyone advise about what I'm doing wrong?
public static Transform target;
public static GameObject[] targetName;
public static float length = 250f;
public static Transform thisObject;
// Start is called before the first frame update
void Start()
{
thisObject = GameObject.Find("Main Camera").GetComponent<Transform>();
//target = GameObject.FindGameObjectWithTag("Trees").transform;
}
// Update is called once per frame
void Update()
{
//InFront();
//HasLineOfSight("Trees");
}
public static bool InFront(Transform target1)
{
Vector3 directionToTarget = thisObject.position - target1.position;
float angleOnXAxis = Vector3.Angle(thisObject.right, directionToTarget);
float angleOnYAxis = Vector3.Angle(thisObject.up, directionToTarget);
//Debug.Log(angleOnYAxis);
if (Mathf.Abs(angleOnXAxis) < 130 && Mathf.Abs(angleOnXAxis) > 50
&& Mathf.Abs(angleOnYAxis) < 115 && Mathf.Abs(angleOnYAxis) > 62)
{
//Debug.DrawLine(transform.position, target.position, Color.green);
return true;
}
return false;
}
public static bool HasLineOfSight(string objectTag)
{
RaycastHit hit;
Vector3 direction = target.position - thisObject.position;
//Debug.Log(direction);
if (Physics.Raycast(thisObject.position, direction, out hit, length))
{
if (hit.transform.tag == objectTag)
{
Debug.DrawRay(thisObject.position, direction * 0.96f, Color.red);
return true;
}
else
{
return false;
}
}
else
{
return false;
}
}
public static GameObject SortObjects(string objectTag)
{
targetName = GameObject.FindGameObjectsWithTag(objectTag);
GameObject closestObject = null;
for (int i = 0; i < targetName.Length; i++)
{
if (Vector3.Distance(thisObject.position,
targetName[i].transform.position) <= length)
{
if (InFront(targetName[i].transform))
{
if (closestObject == null)
{
closestObject = targetName[i];
}
else
{
if (Vector3.Distance(targetName[i].transform.position, thisObject.position) <= Vector3.Distance(closestObject.transform.position, thisObject.position))
{
closestObject = targetName[i];
}
}
}
}
}
return closestObject;
}
public static bool ObjectCheck(string objectTag)
{
//Debug.Log(SortObjects(objectTag));
if (SortObjects(objectTag) != null)
{
target = SortObjects(objectTag).transform;
//Debug.Log(target);
if (InFront(target) && HasLineOfSight(objectTag))
{
return true;
}
else
{
return false;
}
}
else
{
return false;
}
}
I'm essentially calling ObjectCheck() with the tag I want to check for to get the closest, visible, object with that tag. What is wrong with this code??
In your script, only the closest object to the main camera gets checked. SortObjects() determines the closest tagged object, and then you only handle that single object in ObjectCheck(). - That object might be obstructed by something else, so the method returns false. And other tagged objects that are actually visible, are not picked up this way...
So, you could rename and change your SortObjects() function to check for both conditions right in the loop (InFront(target) && HasLineOfSight(objectTag)), and filter the objects out right in there, since only those objects are of interest.
Also, your HasLineOfSight() method checks the tag of the hit object, but what you probably wanted to do, is to check if the raycast actually hits that exact object. So it should instead compare the hit's gameObject to the target's gameObject, ignoring the tag, since a correct tag alone isn't enough. (Side note: it would make sense to place all "photographable objects" on a "photo layer", and set the layer mask in the Physics.Raycast() call accordingly, it's more efficient that way in larger scenes.)
The way the angles are calculated in the InFront() method is probably causing issues, because the direction vector to the target is really in 3D. To calculate the angles, you could try to use Vector3.Project() or Vector3.ProjectOnPlane(), but that will also be problematic, because of perspective camera issues.
This check is strongly related to the topic of "frustum culling", a technique usually used for rendering. But it's similar to what you need, to filter out all the (possibly) visible objects in the camera's field of view (frustum culling doesn't handle obstruction, it is just a geometric check to see if a point lies within the camera's frustum space). See:
https://en.wikipedia.org/wiki/Viewing_frustum
https://en.wikipedia.org/wiki/Hidden-surface_determination#Viewing-
http://www.lighthouse3d.com/tutorials/view-frustum-culling/
https://docs.unity3d.com/Manual/UnderstandingFrustum.html
If you want to dig deeper and optimize this, there are a couple of ways this can be done. But luckily, Unity comes with many useful related functions already built into the Camera class. So instead, you could use Camera.WorldToScreenPoint() (or Camera.WorldToViewportPoint()), and compare the resulting screen coordinates to the screen size or viewport, like discussed in Unity forum. (The frustum math is hidden behind these compact functions, but beware that this is probably not the optimal way to do this.)
Instead of calling FindGameObjectsWithTag() every time, you could do it only once in Start(), assuming objects do not get created/destroyed while the game is running.
I've tried to modify your script, since I'm also learning Unity again... The script can be dragged to the main camera, and it should show the "focus object" in the Scene view with the green debug line. I hope this helps:
using UnityEngine;
[RequireComponent(typeof(Camera))]
public class PhotoCast : MonoBehaviour
{
public float maxDistance = 250.0f;
public string objectTag = "photo";
protected GameObject[] objs;
protected GameObject objFocus;
protected Camera cam;
public void Start() {
objs = GameObject.FindGameObjectsWithTag(objectTag);
cam = GetComponent<Camera>();
}
public void Update() {
if (Input.GetButtonDown("Fire1")) {
objFocus = CheckObjects();
if (objFocus) {
Debug.Log("closest object in view: " + objFocus.name);
/* TODO: take actual photo here */
}
}
if (objFocus) {
Debug.DrawLine(transform.position,
objFocus.transform.position, Color.green);
}
}
GameObject CheckObjects() {
GameObject obj_closest = null;
float dist_closest = float.MaxValue;
foreach (GameObject o in objs) {
float dist = Vector3.Distance(
o.transform.position, transform.position);
if (dist < maxDistance && dist < dist_closest
&& InViewport(o.transform.position)
&& HasLineOfSight(o.transform)) {
dist_closest = dist;
obj_closest = o;
}
}
return obj_closest;
}
bool InViewport(Vector3 worldPos) {
Vector3 p = cam.WorldToViewportPoint(worldPos);
return (p.x > 0.0f && p.x <= 1.0f && p.y > 0.0f && p.y <= 1.0f
&& p.z > cam.nearClipPlane);
}
bool HasLineOfSight(Transform target) {
RaycastHit hit;
Vector3 dir = target.position - transform.position;
if (Physics.Raycast(transform.position, dir, out hit, maxDistance)) {
if (hit.collider.gameObject == target.gameObject) {
return true;
}
}
return false;
}
}
Side notes:
Another issue with this technique is, that there can be tagged objects right in front of the camera, but other tagged objects that are closer on the side will be picked up instead of the obvious one. Many small issues to fine-tune until the scripts fits the game, I guess. Instead of only using one Raycast per object, you could use multiple ones, and take the bounding box or the actual collider shape into account.
An improved version of the script could make use of the Physics.Overlap*() or Physics.*Cast*() functions, documented here.
I have a timer for a game in Unity and I have it carrying across to each new scene and working. The issue is I also want the timer to reset when the MainMenu scene has loaded and I can not for the life of me get this to work. Help would be appreciated, code's below -
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
public class Timer : MonoBehaviour
{
public Text TimerText;
public float StartTime = 0f;
// Start is called before the first frame update
void Start()
{
string Scene = SceneManager.GetActiveScene().name;
if (Scene == "MainMenu")
{
Destroy(this.gameObject);
}
else
{
DontDestroyOnLoad(this.gameObject);
}
}
void Update()
{
float t = Time.time - StartTime;
string minutes = ((int)t / 60).ToString();
string seconds = (t % 60).ToString("f2");
TimerText.text = minutes + ":" + seconds;
}
}
1 SceneManager.sceneLoaded += OnSceneLoaded;
2 public void OnSceneLoaded(Scene scene, LoadSceneMode mode)
3 {
4 }
Then check the current scene, and reset the timer if the new scene is the menu
Don't destroy the game object when main menu is loaded. Just set the time to 0 and make the game object last for all the scenes. Thus since the game object is available to all the scenes, create a bool variable called shouldCountTime. In the update function, just say if shouldCountTime == true then timer code is executed else not. When main menu is loaded, set time to zero and shouldCountTime to false. In start check if the scene loaded is not the main menu, then set shouldCountTime to true.
Code should look like:
void Start() {
if(SceneManager.getActiveScene.name != "MainMenu") {
shouldCountTime = true;
} else {
shouldCountTime = false;
Time = 0;
}
void Update(){
if(shouldCountTime){
Time += Time.deltaTime;
//All the timer code
}}
Could someone please maybe download and see my project? It is very simple, but not working as in the tutorial.
In my project, I set IsTrigger to true in either the ThirdPersonController or the AIThirdPersonController for one of the characters. This makes the character fall down from the Plane.
I also changed one of the characters to be tagged as Player and changed the state from PATROL to CHASE but that changed nothing. The other player never chases/follows the player I am controlling and moving around.
Why are the players falling down when I set IsTrigger to true in my project?
I see in the video that the instructor is using a Maze Plane. Is that a package I should import in the Assets or is it already somewhere in the Assets? I just added regular Plane for now because I could not find a Maze Plane.
Here is a link for my project from my OneDrive. The file name is Demo AI.rar:
Project in OneDrive
Here is a link for the video tutorial I am attempting to follow. It is supposes to be simple I suppose:
Tutorial
Here is the BasicAi class I'm using in my project, the same script from the tutorial video:
using System.Collections;
using UnityStandardAssets.Characters.ThirdPerson;
public class BasicAi : MonoBehaviour {
public NavMeshAgent agent;
public ThirdPersonCharacter character;
public enum State {
PATROL,
CHASE
}
public State state;
private bool alive;
// Variables for patrolling
public GameObject[] waypoints;
private int waypointInd = 0;
public float patrolSpeed = 0.5f;
// Variable for chasing
public float chaseSpeed = 1f;
public GameObject target;
// Use this for initialization
void Start () {
agent = GetComponent<NavMeshAgent> ();
character = GetComponent<ThirdPersonCharacter>();
agent.updatePosition = true;
agent.updateRotation = false;
state = BasicAi.State.PATROL;
alive = true;
StartCoroutine ("FSM");
}
IEnumerator FSM()
{
while (alive)
{
switch (state)
{
case State.PATROL:
Patrol ();
break;
case State.CHASE:
Chase ();
break;
}
yield return null;
}
}
void Patrol()
{
agent.speed = patrolSpeed;
if (Vector3.Distance (this.transform.position, waypoints [waypointInd].transform.position) >= 2) {
agent.SetDestination (waypoints [waypointInd].transform.position);
character.Move (agent.desiredVelocity, false, false);
} else if (Vector3.Distance (this.transform.position, waypoints [waypointInd].transform.position) <= 2) {
waypointInd += 1;
if (waypointInd > waypoints.Length) {
waypointInd = 0;
}
}
else
{
character.Move (Vector3.zero, false, false);
}
}
void Chase()
{
agent.speed = chaseSpeed;
agent.SetDestination (target.transform.position);
character.Move (agent.desiredVelocity, false, false);
}
void OnTriggerEnter(Collider coll)
{
if (coll.tag == "Player")
{
state = BasicAi.State.CHASE;
target = coll.gameObject;
}
}
}
Once a collider is a trigger it no longer collides with objects, your best bet is to place a child object that has a collider and setting that to the trigger, this way the original collider will still collide with your ground.
As for your other question how are you referencing your third person character, are you dragging it from the scene into the inspector, and you also have to bake your navmesh into your scene. I haven't looked at your project as that would take a lot of time, but maybe go through the tutorial again and see how they reference the character. With the inbuilt characters you normally have to access the namespace first.
I am new to XNA and CSharp programming so I want to learn to make a treasure hunting game as a beginning so I made a player(as a class) which can walk up, down, left and right. I made a Gem class also which the player can collide with and the gem disappears and a sound is played. But I want to make some walls that the player can collide with and stop so I made a class called Tile.cs (The wall class) and I made a void in it
public void CollideCheck(bool tWalk, bool bottomWalk, bool leftWalk, bool rightWalk, Rectangle topRect, Rectangle bottomRect, Rectangle rightRect, Rectangle leftRect)
{
colRect = new Rectangle((int)position.X, (int)position.Y, texture.Width, texture.Height);
if (this.colRect.Intersects(topRect))
{
tWalk = false;
}
else
tWalk = true;
if (this.colRect.Intersects(bottomRect))
{
bottomWalk = false;
}
else
bottomWalk = true;
if (this.colRect.Intersects(leftRect))
{
leftWalk = false;
}
else
leftWalk = true;
if (this.colRect.Intersects(rightRect))
{
rightWalk = false;
}
else
rightWalk = true;
}
Then, in the Game1.cs (The main Class) I made an array of "Tiles":
Tile[] tiles = new Tile[5];
And in the update void I made this:
foreach (Tile tile in tiles)
{
tile.CollideCheck(player.topWalk, player.bottomWalk, player.leftWalk, player.rightWalk,
new Rectangle((int)player.Position.X, (int)player.Position.Y - (int)player.Speed.Y, player.currentAnim.FrameWidth, player.currentAnim.FrameHeight),
new Rectangle((int)player.Position.X, (int)player.Position.Y + (int)player.Speed.Y, player.currentAnim.FrameWidth, player.currentAnim.FrameHeight),
new Rectangle((int)player.Position.X + (int)player.Speed.X, (int)player.Position.Y, player.currentAnim.FrameWidth, player.currentAnim.FrameHeight),
new Rectangle((int)player.Position.X - (int)player.Speed.X, (int)player.Position.Y, player.currentAnim.FrameWidth, player.currentAnim.FrameHeight));
}
All those rectangles are the borders of the player but when I run the game the player doesn't collide with it so is there any way to fix this?
I can post the project if I am not very clear.
Your parameters are in only, but you set their values inside the call. You have to declare them as out variables so that their value is sent back to the caller. Using out also makes sure you always set a value to them before exiting the function.
So change your function declaration to public void CollideCheck(out bool tWalk, out bool bottomWalk, out bool leftWalk, out bool rightWalk, Rectangle topRect, Rectangle bottomRect, Rectangle rightRect, Rectangle leftRect) and you get the values back.