Unity 3d PowerBar - android

I have been making endless jumping game.
It is lacking powerbar.. I have managed to make one but it does not scale with the screen change.. I tried to use canvas to world screen but bar won't face the direction you click..
So like the longer you hold left mouse click, more power it has and it faces the direction you click.. Atleast it should do that, and i does but only on one screen size.
It looks likes this:
http://prntscr.com/b6z5wn
So this is the code i am currently using..
function Start ()
{
powerFill_startPos = powerFill.transform.localPosition.x;
powerFillAccel = 770 * Time.deltaTime;
}
function Update ()
{
if(Input.GetMouseButton(0) && collision.onPlatform == true && delete.jurinoFlag == true)
{
bar_back.enabled = true;
powerFill_Image.enabled = true;
var moveDirection : Vector3 = gameObject.transform.position - Input.mousePosition;
if (moveDirection != Vector3.zero)
{
var angle : float = Mathf.Atan2(moveDirection.y, moveDirection.x) * Mathf.Rad2Deg;
angle -= 180;
transform.rotation = Quaternion.AngleAxis(angle, Vector3.forward);
}
powerFill.transform.localPosition.x += powerFillAccel;
}
else
{
bar_back.enabled = false;
powerFill.transform.localPosition.x = powerFill_startPos;
powerFill_Image.enabled = false;
}
}
I would very much appreciate any help i can get so i can finish the game and publish it :)
Thanks for taking time and replying. Have a nice day!

Related

Unity how can i swerve box with use joint?

I want to get an image like in the picture with code. I stacked boxes because i must add joint with code. I want to make the boxes look like this as the character slides left and right smoothly. And how can i smooth swerving control in unity for touch or mouse button?
I tried this codes for movement:
if (Input.touchCount > 0)
{
Touch touch = Input.GetTouch(0);
if (touch.phase == TouchPhase.Began)
firstPos = touch.position;
if (touch.phase == TouchPhase.Stationary || touch.phase == TouchPhase.Moved)
Swerving(touch.position);
}
private void Swerving(Vector2 touch)
{
endPos = touch;
float diff = endPos.x - firstPos.x;
transform.Translate(diff * Time.deltaTime * swerveSpeed, 0, 0);
}
But not smooth swerving.
I tried hinge joint for image. I tried random values to motor,spring etc. But it didnt work i have never used joints.
In general when dealing with physics you shouldn't use transform this break collision detection and other physics related things like your joints etc.
Try and rather go through the Rigidbody using e.g. Rigidbody.MovePosition (or accordingly Rigidbody2D.MovePosition if your are in 2D) within FixedUpdate like e.g.
// or Rigidbody2D depending on your needs
[SerializeField] private Rigidbody _rigidbody;
private Vector2 startPos;
private float movement;
private void Awake()
{
if(!_rigidbody) rigidbody = GetComponent<Rigidbody>();
}
// get user input in Update in general
private void Update()
{
if (Input.touchCount > 0)
{
var touch = Input.GetTouch(0);
switch(touch.phase)
{
case TouchPhase.Began:
startPos = touch.position;
movement = 0;
break;
case TouchPhase.Stationary:
case TouchPhase.Moved:
movement = touch.position.x - startPos.x;
break;
default:
movement = 0;
}
}
}
// Apply Physics in FixedUpdate!
private void FixedUpdate()
{
_rigidbody.MovePosition(_rigidbody.position + Vector3.right * movement * Time.deltaTime * swerveSpeed);
}
However, in general the touch is a 2D pixel space position which might be quite different on different devices.
I would rather translate it into a 3D world space position and use something like e.g.
[SerializeField] private Rigidbody _rigidbody;
[SerializeField] private Camera _mainCamera;
private float _offset;
private Plane? _hitPlane;
private Vector3 _targetPosition;
private void Awake()
{
if (!_rigidbody) _rigidbody = GetComponent<Rigidbody>();
if (!_mainCamera) _mainCamera = Camera.main;
}
// get user input in Update in general
private void Update()
{
_targetPosition = _rigidbody.position;
if (Input.touchCount <= 0)
{
return;
}
var touch = Input.GetTouch(0);
switch (touch.phase)
{
case TouchPhase.Began:
{
// Check if you are touching the character
var ray = _mainCamera.ScreenPointToRay(touch.position);
if (Physics.Raycast(ray, out var hit) && hit.rigidbody == _rigidbody)
{
// create a virtual plane parallel to the camera view
// passing the hit point
_hitPlane = new Plane(-ray.direction, hit.point);
// also store the offset from pivot to the hit point
// we only care about the X axis
_offset = (_rigidbody.position - hit.point).x;
}
break;
}
case TouchPhase.Stationary:
case TouchPhase.Moved:
{
if (_hitPlane.HasValue)
{
// now instead keep ray casting against that virtual plane
var ray = _mainCamera.ScreenPointToRay(touch.position);
if (_hitPlane.Value.Raycast(ray, out var distance))
{
var hitPoint = ray.GetPoint(distance);
_targetPosition.x = hitPoint.x + _offset;
}
}
break;
}
default:
_hitPlane = null;
break;
}
}
// Apply Physics in FixedUpdate!
private void FixedUpdate()
{
_rigidbody.MovePosition(_targetPosition);
}
this makes sure your character is definitely placed on the X axis where you are dragging it without any delays but still complying with physics

Unity3D: no idea how to use Quaternion.Slerp(); rotation becomes faster

I'm trying to make a simple game in Unity for GearVR. In the game I have a scene where the user can navigate through a list of items. An item can be selected if the user clicks while looking at one. For the navigation part, the user should be able to use both head movement and swipe to rotate the items (shifting by one/minus one at every right/left swipe).
Now the problem: I can make all of this work with the code below (set as component to the parent of the items), but the rotation keeps increasing the more I use swipes. I can't seem to figure out why ... still working on it.
Any kind of help is appreciated XD
private void ManageSwipe(VRInput.SwipeDirection sw)
{
from = transform.rotation;
if (sw == VRInput.SwipeDirection.LEFT)
{
to = Quaternion.Euler(new Vector3(0, from.eulerAngles.y + 30, 0));
}
if (sw == VRInput.SwipeDirection.RIGHT)
{
to = Quaternion.Euler(new Vector3(0, from.eulerAngles.y - 30, 0));
}
StartCoroutine(Rotate());
}
IEnumerator Rotate(bool v)
{
while (true)
{
transform.rotation = Quaternion.Slerp(from, to, Time.deltaTime);
yield return null;
}
}
I'm using Unity 5.4.1f1 and jdk 1.8.0.
PS. Don't be to hard on me, since this is my first question here.
By the way ... hello everyone XD
You fixed most of the problems I discussed in the comment section. One things left is still the while loop. Right now, there is no way to exit that while loop and this will result to multiple instance of the Rotate function running at the-same time.
but the rotation keeps increasing the more I use swipes
Solution is to store reference to one coroutine function then stop it before starting a new one.
Something like this.
IEnumerator lastCoroutine;
lastCoroutine = Rotate();
...
StopCoroutine(lastCoroutine);
StartCoroutine(lastCoroutine);
Instead of while (true), you should have a timer that exists the while loop. At this time, the Rotate function is continuously running. You should make it stop after moving from the rotation to the destination rotation.
Something like this should work:
while (counter < duration)
{
counter += Time.deltaTime;
transform.rotation = Quaternion.Lerp(from, to, counter / duration);
yield return null;
}
Here is what your whole code should look like:
IEnumerator lastCoroutine;
void Start()
{
lastCoroutine = Rotate();
}
private void ManageSwipe(VRInput.SwipeDirection sw)
{
//from = transform.rotation;
if (sw == VRInput.SwipeDirection.LEFT)
{
to = Quaternion.Euler(new Vector3(0, from.eulerAngles.y + 30, 0));
}
if (sw == VRInput.SwipeDirection.RIGHT)
{
to = Quaternion.Euler(new Vector3(0, from.eulerAngles.y - 30, 0));
}
//Stop old coroutine
StopCoroutine(lastCoroutine);
//Now start new Coroutine
StartCoroutine(lastCoroutine);
}
IEnumerator Rotate()
{
const float duration = 2f; //Seconds it should take to finish rotating
float counter = 0;
while (counter < duration)
{
counter += Time.deltaTime;
transform.rotation = Quaternion.Lerp(from, to, counter / duration);
yield return null;
}
}
You can increase or decrease the duration variable.
Try to use Lerp from the current Rotation not the last one:
transform.rotation = Quaternion.Slerp(transform.rotation, to, Time.deltaTime);

Unity - Enemy AI; Run away from player (x and y)

I need some help with creating a script for the enemies in my game! I'm making a 2.5D game where you chase campers and try to kill them. I'm mostly done with the game, but I can't get the AI to work! I've looked around for scripts and help for a couple of days now but can't find anything that fits well with the rest of my game... Please help!
For my ground i have a flat surface rotated at 35 on the x-axis, which have worked pretty well for me so far (moving the character around and placing obstacles).
At this point I'm working on this script;
#pragma strict
//Attack button
var attackButton : Joystick;
var anim : Animator;
var delay = 5.0;
//Player can kill
var CanKill = false;
//Score
var scoreValue : int;
var killValue : int;
var playerControl : PlayerControl;
//AI
var speed : int = 2;
var Damp: float = 1.0;
var isRun: boolean = false;
var Target: Transform;
var detectionRange: int = 5;
private var character : CharacterController;
function Start ()
{
anim = GetComponent("Animator");
var playerControlObject : GameObject = GameObject.FindWithTag ("Player");
character = GetComponent(CharacterController);
}
function WaitAndDestroy()
{
yield WaitForSeconds(delay);
Destroy (gameObject);
}
function Update()
{
//Can the player kill?
if (attackButton.tapCount == 1)
CanKill = true;
else CanKill = false;
//AI
var FromPlayer = Vector3(Target.position.x - transform.position.x, 0);
if(FromPlayer.magnitude <= detectionRange){
isRun = true;
}
if(FromPlayer.magnitude >= detectionRange) {
isRun = false;
}
if(isRun) {
RunAway();
anim.SetBool("Walk", true);
}
else anim.SetBool("Walk", false);
}
function OnTriggerEnter (Other : Collider){
if(Other.gameObject.tag == "Player" && CanKill == true) {
playerControl.AddScore (scoreValue);
playerControl.AddKills (killValue);
anim.SetTrigger("Dead");
WaitAndDestroy();
}
}
function RunAway()
{
var moveDirection : Vector3 = transform.position;
character.Move(moveDirection.normalized * speed * Time.deltaTime);
}`
Which kinda works, but for some reason the character stops in the middle of the level and just runs in place... I would also like him to turn and run the other direction if I (the player) catches him and runs in front of him. (If the code is a little messy I apologize, but as I said I'm new to Javascript).
i would done those two changes.
At first:
var FromPlayer = transform.position - Player.transform.position;
cause you want subtract whole vectors not just x coordinates
and second:
function RunAway( FromPlayer :vector3 )
{
character.Move(FromPlayer.normalized * speed * Time.deltaTime);
}
if you have already vector FromPlayer you can directly use it for moving character
i personally never used unity but that is how you would done it anywhere else. It of course assume that positions can be substracted as vectors
You want the campers to run away from the player right? Then you should do
Vector3 moveDirection = transform.position - Player.transform.position
To get the direction they should run in. Then do the line you already have
character.Move(moveDirection.normalized * speed * Time.deltaTime);

Unity 2D object position with touch position Android

i have a problem here,
i have an object called projectile and i want make that projectile appear where i touch my phone with screen resolution 1090x1820, my logic is :
#pragma strict
var projectile:Transform;
private var shoot:Transform;
function Start () {
}
function Update () {
for (var i = 0; i < Input.touchCount; ++i) {
var touch:Touch = Input.GetTouch(i);
if (touch.phase == TouchPhase.Began) {
shoot = Instantiate(projectile) as Transform;
shoot.position.x = touch.position.x;
shoot.position.y = touch.position.y;
}
}
}
This code work well, except the projectile doesn't appear at screen.
Somehow, i try to put an object at unity editor and it's showing x = -2 and y = -1 or x =-1 and y =-5 and so on.I also try to Debug the touch position and it's showing x= 300 and y=90 etc.
How i can fix this ?
Sorry for my bad english !
Your problem is you are intermixing world coordinates with screen position. To fix that you'll need to use ScreenToWorldPoint so your code would look similar to:
var worldPos : Vector3 = camera.ScreenToWorldPoint (touch.position));
shoot.position.x = worldPos.x;
shoot.position.y = worldPos.y;
This is untested code so use only for reference as it is there for you to understand the logic.

Dragging an object by touching Unity3d with android sdk

I am trying to move and object by touching it and dragging. I am testing it on my Samsung Galaxy SIII. I have used the following code. For some reason it moves faster than my finger. It should always be beneath my finger. What is wrong? (note: I haven't done the "move object only if you touch onto it" part, so right now it moves where ever I touch).
#pragma strict
var speed : float = 1;
function Start () {
}
function Update () {
if (Input.touchCount > 0 && Input.GetTouch(0).phase == TouchPhase.Moved) {
// Get movement of the finger since last frame
var touchDeltaPosition:Vector2 = Input.GetTouch(0).deltaPosition;
// Move object across XY plane
transform.position = Vector2.Lerp(transform.position,
touchDeltaPosition,
Time.deltaTime*speed);
}
}
this is what i use, it may be a better option for you, it is based on the camera, the reason that your Vector2.Lerp is not working correctly i think is because of your time variable in it you could refer to this Lerp and tweak your 't' variable until it is good for you, or you can try this, this is what i use, also i subtract from x and add to y so my finger isnt over the graphic, best of luck :)
#pragma strict
var speed : float = 1;
var distance : float = 5;
function Start () {
}
function Update () {
if (Input.touchCount > 0 && Input.GetTouch(0).phase == TouchPhase.Moved) {
// Get movement of the finger since last frame
var touchDeltaPosition:Vector2 = Input.GetTouch(0).deltaPosition;
var touchmove : Vector3 = Vector3(touchDeltaPosition.x, touchDeltaPosition.y, distance);
// Move object across XY plane
transform.position = Camera.main.ScreenToWorldPoint(touchmove);
}
}

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