Search Results for 'fader'
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Search Results
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Topic: [Part 7] Save system issues
Hey there, I finished watching the part 7 and got a couple issues with the save system (maybe it’d be more, but I decided not to bother implementing the mana cap, shade spawn and map since my uni project just needs to be playable for 10 minutes lol).
So, the first is the timing for the death screen, even though I followed the same values and tried changing them around, there still this off-sync and teleport situation (see the video below).
The second problem is that the interact key isn’t working (I changed in the input manager as shown), at 0:27 you can see I stop by the flag after having jumped on the respawn point I set on the platform, but it doesn’t work (the link to the bench file was leading to a site with malware, so I used something random, I tried making it so the animation changes when interacted, but with little success since I can’t interact lol). In the video I end up jumping on the platform again, but I tested without and it’s the same result.
After I pause the game you can jump to 1:00 because the screen capture didn’t get the IDE window. What I did was remove the comment of
//SaveData.Instance.LoadPlayerData();
inPlayerController.cs
‘sStart()
method. For whatever reason, calling this method destroys the player’s ability to move.My player health is bugged as well, but the hearts are filled after the death… any ideas?
Another problem is that the respawn button only works once (I forgot to record on the first video, check below another one). After I stop the testing you can skip to 00:41, dying while the
SaveData.Instance.LoadPlayerData();
is active in the code gets the other behavior going.Using P to save manually in another scene works when the code is uncommented.
Instead of Bench I used “Savepoint”
Savepoint.cs
<code>using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.SceneManagement; public class Savepoint : MonoBehaviour { public bool interacted; private Animator anim; // Start is called before the first frame update void Start() { anim = GetComponent<Animator>(); //anim.Play("Flag_Down"); } // Update is called once per frame void Update() { } private void OnTriggerStay2D(Collider2D collision) { if(collision.CompareTag("Player") && Input.GetButtonDown("Interact")) { interacted = true; //anim.Play("Flag_Up"); SaveData.Instance.savepointSceneName = SceneManager.GetActiveScene().name; SaveData.Instance.savepointPos = new Vector2(gameObject.transform.position.x, gameObject.transform.position.y); SaveData.Instance.StoreSavepoint(); SaveData.Instance.SavePlayerData(); } } private void OnTriggerExit2D(Collider2D collision) { if (collision.CompareTag("Player") && Input.GetButtonDown("Interact")) { interacted = false; } } }</code>
SaveData.cs
<code>using System.Collections; using System.Collections.Generic; using UnityEngine; using System.IO; using UnityEngine.SceneManagement; [System.Serializable] public struct SaveData { public static SaveData Instance; // save current scene name public HashSet<string> sceneNames; // save point public string savepointSceneName; public Vector2 savepointPos; // player data public int playerHealth; public float playerMana; public Vector2 playerPosition; public string lastScene; public void Initialize() { if(!File.Exists(Application.persistentDataPath + "/save.data")) { BinaryWriter writer = new BinaryWriter(File.Create(Application.persistentDataPath + "/save.data")); } if (!File.Exists(Application.persistentDataPath + "/save.player.data")) { BinaryWriter writer = new BinaryWriter(File.Create(Application.persistentDataPath + "/save.player.data")); } if (sceneNames == null) sceneNames = new HashSet<string>(); } public void StoreSavepoint() { using(BinaryWriter writer = new BinaryWriter(File.OpenWrite(Application.persistentDataPath + "/save.data"))) { writer.Write(savepointSceneName); //writer.Write((int)savepointPos.x); writer.Write(savepointPos.x); writer.Write(savepointPos.y); } } public void LoadSavepoint() { if (File.Exists(Application.persistentDataPath + "/save.data")) { using (BinaryReader reader = new BinaryReader(File.OpenRead(Application.persistentDataPath + "/save.data"))) { savepointSceneName = reader.ReadString(); savepointPos.x = reader.ReadSingle(); savepointPos.y = reader.ReadSingle(); } } } public void SavePlayerData() { using (BinaryWriter writer = new BinaryWriter(File.OpenWrite(Application.persistentDataPath + "/save.player.data"))) { playerHealth = PlayerController.Instance.Health; writer.Write(playerHealth); playerMana = PlayerController.Instance.Mana; writer.Write(playerMana); playerPosition = PlayerController.Instance.transform.position; writer.Write(playerPosition.x); writer.Write(playerPosition.y); lastScene = SceneManager.GetActiveScene().name; writer.Write(lastScene); } } public void LoadPlayerData() { if (File.Exists(Application.persistentDataPath + "/save.player.data")) { using (BinaryReader reader = new BinaryReader(File.OpenRead(Application.persistentDataPath + "/save.player.data"))) { playerHealth = reader.ReadInt32(); playerMana = reader.ReadSingle(); playerPosition.x = reader.ReadSingle(); playerPosition.y = reader.ReadSingle(); lastScene = reader.ReadString(); SceneManager.LoadScene(lastScene); PlayerController.Instance.transform.position = playerPosition; PlayerController.Instance.Health = playerHealth; PlayerController.Instance.Mana = playerMana; } } else { Debug.Log("File doesn't exist"); PlayerController.Instance.Health = PlayerController.Instance.maxHealth; PlayerController.Instance.Mana = 0.5f; } } }</code>
GameManager.cs
<code> using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.SceneManagement; public class GameManager : MonoBehaviour { public string transitionedFromScene; public Vector2 platformingRespawnPoint; public Vector2 respawnPoint; [SerializeField] Savepoint savepoint; public static GameManager Instance { get; private set; } private void Awake() { SaveData.Instance.Initialize(); if (Instance != null && Instance != this) { Destroy(gameObject); } else { Instance = this; } SaveScene(); DontDestroyOnLoad(gameObject); savepoint = FindObjectOfType<Savepoint>(); } public void RespawnPlayer() { SaveData.Instance.LoadSavepoint(); if(SaveData.Instance.savepointSceneName != null) { SceneManager.LoadScene(SaveData.Instance.savepointSceneName); } if(SaveData.Instance.savepointPos != null) { respawnPoint = SaveData.Instance.savepointPos; } else { respawnPoint = platformingRespawnPoint; } /* if (savepoint != null) { if (savepoint.interacted) { respawnPoint = savepoint.transform.position; } else { respawnPoint = platformingRespawnPoint; } } else { respawnPoint = platformingRespawnPoint; } */ PlayerController.Instance.transform.position = respawnPoint; StartCoroutine(UIManager.Instance.DeactivateDeathScreen()); PlayerController.Instance.Respawned(); } private void Update() { if(Input.GetKeyDown(KeyCode.P)) // for testing { SaveData.Instance.SavePlayerData(); } } public void SaveScene() { string currentSceneName = SceneManager.GetActiveScene().name; SaveData.Instance.sceneNames.Add(currentSceneName); } }</code>
UIManager.cs
<code>using System.Collections; using System.Collections.Generic; using Unity.VisualScripting; using UnityEngine; public class UIManager : MonoBehaviour { public static UIManager Instance; public SceneFader sceneFader; [SerializeField] GameObject deathScreen; private void Awake() { if (Instance != null && Instance != this) { Destroy(gameObject); } else { Instance = this; } DontDestroyOnLoad(gameObject); } private void Start() { sceneFader = GetComponentInChildren<SceneFader>(); } public IEnumerator ActivateDeathScreen() { yield return new WaitForSecondsRealtime(0.8f); StartCoroutine(sceneFader.Fade(SceneFader.FadeDirection.In)); yield return new WaitForSecondsRealtime(0.8f); deathScreen.SetActive(true); } public IEnumerator DeactivateDeathScreen() { yield return new WaitForSecondsRealtime(0.5f); deathScreen.SetActive(false); StartCoroutine(sceneFader.Fade(SceneFader.FadeDirection.Out)); } }</code>
PlayerController.cs
<code> using System.Collections; using System.Collections.Generic; using System.Net.Sockets; using UnityEngine; using UnityEngine.UIElements; using UnityEngine.UI; public class PlayerController : MonoBehaviour { [Header("Horizontal Movement Settings:")] [SerializeField] private float walkSpeed = 1; //sets the players movement speed on the ground [Space(5)] [Header("Vertical Movement Settings")] [SerializeField] private float jumpForce = 45f; //sets how hight the player can jump private int jumpBufferCounter = 0; //stores the jump button input [SerializeField] private int jumpBufferFrames; //sets the max amount of frames the jump buffer input is stored private float coyoteTimeCounter = 0; //stores the Grounded() bool [SerializeField] private float coyoteTime; ////sets the max amount of frames the Grounded() bool is stored private int airJumpCounter = 0; //keeps track of how many times the player has jumped in the air [SerializeField] private int maxAirJumps; //the max no. of air jumps private float gravity; //stores the gravity scale at start [Space(5)] [Header("Ground Check Settings:")] [SerializeField] private Transform groundCheckPoint; //point at which ground check happens [SerializeField] private float groundCheckY = 0.2f; //how far down from ground chekc point is Grounded() checked [SerializeField] private float groundCheckX = 0.5f; //how far horizontally from ground chekc point to the edge of the player is [SerializeField] private LayerMask whatIsGround; //sets the ground layer [Space(5)] [Header("Dash Settings")] [SerializeField] private float dashSpeed; //speed of the dash [SerializeField] private float dashTime; //amount of time spent dashing [SerializeField] private float dashCooldown; //amount of time between dashes [SerializeField] GameObject dashEffect; private bool canDash = true, dashed; [Space(5)] [Header("Attack Settings:")] [SerializeField] private Transform SideAttackTransform; //the middle of the side attack area [SerializeField] private Vector2 SideAttackArea; //how large the area of side attack is [SerializeField] private Transform UpAttackTransform; //the middle of the up attack area [SerializeField] private Vector2 UpAttackArea; //how large the area of side attack is [SerializeField] private Transform DownAttackTransform; //the middle of the down attack area [SerializeField] private Vector2 DownAttackArea; //how large the area of down attack is [SerializeField] private LayerMask attackableLayer; //the layer the player can attack and recoil off of private float timeBetweenAttack, timeSinceAttck; [SerializeField] private float damage; //the damage the player does to an enemy [SerializeField] private GameObject slashEffect; //the effect of the slashs [Space(5)] bool restoreTime; float restoreTimeSpeed; [Space(5)] [Header("Recoil Settings:")] [SerializeField] private int recoilXSteps = 5; //how many FixedUpdates() the player recoils horizontally for [SerializeField] private int recoilYSteps = 5; //how many FixedUpdates() the player recoils vertically for [SerializeField] private float recoilXSpeed = 100; //the speed of horizontal recoil [SerializeField] private float recoilYSpeed = 100; //the speed of vertical recoil private int stepsXRecoiled, stepsYRecoiled; //the no. of steps recoiled horizontally and verticall [Space(5)] [Header("Health Settings")] public int health; public int maxHealth; [SerializeField] GameObject bloodSpurt; [SerializeField] float hitFlashSpeed; public delegate void OnHealthChangedDelegate(); [HideInInspector] public OnHealthChangedDelegate onHealthChangedCallback; float healTimer; [SerializeField] float timeToHeal; [Space(5)] [Header("Mana Settings")] [SerializeField] UnityEngine.UI.Image manaStorage; [SerializeField] float mana; [SerializeField] float manaDrainSpeed; [SerializeField] float manaGain; [Space(5)] [Header("Spell Settings")] //spell stats [SerializeField] float manaSpellCost = 0.3f; [SerializeField] float timeBetweenCast = 0.5f; [SerializeField] float spellDamage; //upspellexplosion and downspellfireball [SerializeField] float downSpellForce; // desolate dive only //spell cast objects [SerializeField] GameObject sideSpellFireball; [SerializeField] GameObject upSpellExplosion; [SerializeField] GameObject downSpellFireball; float timeSinceCast; float castOrHealTimer; [Space(5)] [HideInInspector] public PlayerStateList pState; private Animator anim; public Rigidbody2D rb; private SpriteRenderer sr; //Input Variables private float xAxis, yAxis; private bool attack = false; private bool canFlash = true; public static PlayerController Instance; private void Awake() { if (Instance != null && Instance != this) { Destroy(gameObject); } else { Instance = this; } DontDestroyOnLoad(gameObject); } // Start is called before the first frame update void Start() { pState = GetComponent<PlayerStateList>(); rb = GetComponent<Rigidbody2D>(); sr = GetComponent<SpriteRenderer>(); anim = GetComponent<Animator>(); //SaveData.Instance.LoadPlayerData(); gravity = rb.gravityScale; Mana = mana; manaStorage.fillAmount = Mana; Health = maxHealth; } private void OnDrawGizmos() { Gizmos.color = Color.red; Gizmos.DrawWireCube(SideAttackTransform.position, SideAttackArea); Gizmos.DrawWireCube(UpAttackTransform.position, UpAttackArea); Gizmos.DrawWireCube(DownAttackTransform.position, DownAttackArea); } // Update is called once per frame void Update() { if (pState.cutscene) return; if(pState.alive) { GetInputs(); } UpdateJumpVariables(); RestoreTimeScale(); if (pState.dashing) return; if (pState.alive) { Flip(); Move(); Jump(); StartDash(); Attack(); Heal(); CastSpell(); } FlashWhileInvincible(); } private void OnTriggerEnter2D(Collider2D _other) //for up and down cast spell { if (_other.GetComponent<Enemy>() != null && pState.casting) { _other.GetComponent<Enemy>().EnemyHit(spellDamage, (_other.transform.position - transform.position).normalized, -recoilYSpeed); } } private void FixedUpdate() { if (pState.cutscene) return; if (pState.dashing) return; Recoil(); } void GetInputs() { xAxis = Input.GetAxisRaw("Horizontal"); yAxis = Input.GetAxisRaw("Vertical"); attack = Input.GetButtonDown("Attack"); if (Input.GetButton("Cast/Heal")) { castOrHealTimer += Time.deltaTime; } else { castOrHealTimer = 0; } } void Flip() { if (xAxis < 0) { transform.localScale = new Vector2(-1, transform.localScale.y); pState.lookingRight = false; } else if (xAxis > 0) { transform.localScale = new Vector2(1, transform.localScale.y); pState.lookingRight = true; } } private void Move() { rb.velocity = new Vector2(walkSpeed * xAxis, rb.velocity.y); anim.SetBool("Walking", rb.velocity.x != 0 && Grounded()); } void StartDash() { if (Input.GetButtonDown("Dash") && canDash && !dashed) { StartCoroutine(Dash()); dashed = true; } if (Grounded()) { dashed = false; } } IEnumerator Dash() { canDash = false; pState.dashing = true; anim.SetTrigger("Dashing"); rb.gravityScale = 0; int _dir = pState.lookingRight ? 1 : -1; rb.velocity = new Vector2(_dir * dashSpeed, 0); if (Grounded()) Instantiate(dashEffect, transform); yield return new WaitForSeconds(dashTime); rb.gravityScale = gravity; pState.dashing = false; yield return new WaitForSeconds(dashCooldown); canDash = true; } public IEnumerator WalkIntoNewScene(Vector2 _exitDir, float _delay) { //If exit direction is upwards if (_exitDir.y > 0) { rb.velocity = jumpForce * _exitDir; } //If exit direction requires horizontal movement if (_exitDir.x != 0) { xAxis = _exitDir.x > 0 ? 1 : -1; Move(); } Flip(); yield return new WaitForSeconds(_delay); pState.cutscene = false; } void Attack() { timeSinceAttck += Time.deltaTime; if (attack && timeSinceAttck >= timeBetweenAttack) { int _recoilLeftOrRight = pState.lookingRight ? 1 : -1; timeSinceAttck = 0; anim.SetTrigger("Attacking"); if (yAxis == 0 || yAxis < 0 && Grounded()) { Hit(SideAttackTransform, SideAttackArea, ref pState.recoilingX, Vector2.right * _recoilLeftOrRight, recoilXSpeed); Instantiate(slashEffect, SideAttackTransform); } else if (yAxis > 0) { Hit(UpAttackTransform, UpAttackArea, ref pState.recoilingY, Vector2.up, recoilYSpeed); SlashEffectAtAngle(slashEffect, 80, UpAttackTransform); } else if (yAxis < 0 && !Grounded()) { Hit(DownAttackTransform, DownAttackArea, ref pState.recoilingY, Vector2.down, recoilYSpeed); SlashEffectAtAngle(slashEffect, -90, DownAttackTransform); } } } void Hit(Transform _attackTransform, Vector2 _attackArea, ref bool _recoilBool, Vector2 _recoilDir, float _recoilStrength) { Collider2D[] objectsToHit = Physics2D.OverlapBoxAll(_attackTransform.position, _attackArea, 0, attackableLayer); if (objectsToHit.Length > 0) { _recoilBool = true; } for (int i = 0; i < objectsToHit.Length; i++) { if (objectsToHit[i].GetComponent<Enemy>() != null) { objectsToHit[i].GetComponent<Enemy>().EnemyHit(damage, _recoilDir, _recoilStrength); if (objectsToHit[i].CompareTag("Enemy")) { Mana += manaGain; } } } } void SlashEffectAtAngle(GameObject _slashEffect, int _effectAngle, Transform _attackTransform) { _slashEffect = Instantiate(_slashEffect, _attackTransform); _slashEffect.transform.eulerAngles = new Vector3(0, 0, _effectAngle); _slashEffect.transform.localScale = new Vector2(transform.localScale.x, transform.localScale.y); } void Recoil() { if (pState.recoilingX) { if (pState.lookingRight) { rb.velocity = new Vector2(-recoilXSpeed, 0); } else { rb.velocity = new Vector2(recoilXSpeed, 0); } } if (pState.recoilingY) { rb.gravityScale = 0; if (yAxis < 0) { rb.velocity = new Vector2(rb.velocity.x, recoilYSpeed); } else { rb.velocity = new Vector2(rb.velocity.x, -recoilYSpeed); } airJumpCounter = 0; } else { rb.gravityScale = gravity; } //stop recoil if (pState.recoilingX && stepsXRecoiled < recoilXSteps) { stepsXRecoiled++; } else { StopRecoilX(); } if (pState.recoilingY && stepsYRecoiled < recoilYSteps) { stepsYRecoiled++; } else { StopRecoilY(); } if (Grounded()) { StopRecoilY(); } } void StopRecoilX() { stepsXRecoiled = 0; pState.recoilingX = false; } void StopRecoilY() { stepsYRecoiled = 0; pState.recoilingY = false; } public void TakeDamage(float _damage) { if (pState.alive) { Health -= Mathf.RoundToInt(_damage); if(Health <= 0) { Health = 0; StartCoroutine(Death()); } else { StartCoroutine(StopTakingDamage()); } } } IEnumerator StopTakingDamage() { pState.invincible = true; GameObject _bloodSpurtParticles = Instantiate(bloodSpurt, transform.position, Quaternion.identity); Destroy(_bloodSpurtParticles, 1.5f); anim.SetTrigger("TakeDamage"); yield return new WaitForSeconds(1f); pState.invincible = false; } IEnumerator Flash() { sr.enabled = !sr.enabled; canFlash = false; yield return new WaitForSeconds(0.1f); canFlash = true; } void FlashWhileInvincible() { if (pState.invincible) { if (Time.timeScale > 0.2 && canFlash) { StartCoroutine(Flash()); } } else { sr.enabled = true; } } void RestoreTimeScale() { if (restoreTime) { if (Time.timeScale < 1) { Time.timeScale += Time.deltaTime * restoreTimeSpeed; } else { Time.timeScale = 1; restoreTime = false; } } } public void HitStopTime(float _newTimeScale, int _restoreSpeed, float _delay) { restoreTimeSpeed = _restoreSpeed; if (_delay > 0) { StopCoroutine(StartTimeAgain(_delay)); StartCoroutine(StartTimeAgain(_delay)); } else { restoreTime = true; } Time.timeScale = _newTimeScale; } IEnumerator StartTimeAgain(float _delay) { restoreTime = true; yield return new WaitForSeconds(_delay); } IEnumerator Death() { pState.alive = false; Time.timeScale = 1f; GameObject _bloodSpurtParticles = Instantiate(bloodSpurt, transform.position, Quaternion.identity); Destroy(_bloodSpurtParticles, 1.5f); anim.SetTrigger("Death"); yield return new WaitForSecondsRealtime(0.9f); StartCoroutine(UIManager.Instance.ActivateDeathScreen()); //Respawned(); } public void Respawned() { if(!pState.alive) { pState.alive = true; Health = maxHealth; anim.Play("Player_Idle"); mana = 0; } } public int Health { get { return health; } set { if (health != value) { health = Mathf.Clamp(value, 0, maxHealth); if (onHealthChangedCallback != null) { onHealthChangedCallback.Invoke(); } } } } void Heal() { if (Input.GetButton("Cast/Heal") && castOrHealTimer > 0.05f && Health < maxHealth && Mana > 0 && !pState.jumping && !pState.dashing) { pState.healing = true; anim.SetBool("Healing", true); //healing healTimer += Time.deltaTime; if (healTimer >= timeToHeal) { Health++; healTimer = 0; } //drain mana Mana -= Time.deltaTime * manaDrainSpeed; } else { pState.healing = false; anim.SetBool("Healing", false); healTimer = 0; } } public float Mana { get { return mana; } set { //if mana stats change if (mana != value) { mana = Mathf.Clamp(value, 0, 1); manaStorage.fillAmount = Mana; } } } void CastSpell() { if (Input.GetButtonUp("Cast/Heal") && castOrHealTimer <= 0.05f && timeSinceCast >= timeBetweenCast && Mana >= manaSpellCost) { pState.casting = true; timeSinceCast = 0; StartCoroutine(CastCoroutine()); } else { timeSinceCast += Time.deltaTime; } if (Grounded()) { //disable downspell if on the ground downSpellFireball.SetActive(false); } //if down spell is active, force player down until grounded if (downSpellFireball.activeInHierarchy) { rb.velocity += downSpellForce * Vector2.down; } } IEnumerator CastCoroutine() { anim.SetBool("Casting", true); yield return new WaitForSeconds(0.15f); // check on Animator if it matches //side cast if (yAxis == 0 || (yAxis < 0 && Grounded())) { GameObject _fireBall = Instantiate(sideSpellFireball, SideAttackTransform.position, Quaternion.identity); //flip fireball if (pState.lookingRight) { _fireBall.transform.eulerAngles = Vector3.zero; // if facing right, fireball continues as per normal } else { _fireBall.transform.eulerAngles = new Vector2(_fireBall.transform.eulerAngles.x, 180); //if not facing right, rotate the fireball 180 deg } pState.recoilingX = true; } //up cast else if (yAxis > 0) { Instantiate(upSpellExplosion, transform); rb.velocity = Vector2.zero; } //down cast else if (yAxis < 0 && !Grounded()) { downSpellFireball.SetActive(true); } Mana -= manaSpellCost; yield return new WaitForSeconds(0.35f); // check Animator anim.SetBool("Casting", false); pState.casting = false; } public bool Grounded() { if (Physics2D.Raycast(groundCheckPoint.position, Vector2.down, groundCheckY, whatIsGround) || Physics2D.Raycast(groundCheckPoint.position + new Vector3(groundCheckX, 0, 0), Vector2.down, groundCheckY, whatIsGround) || Physics2D.Raycast(groundCheckPoint.position + new Vector3(-groundCheckX, 0, 0), Vector2.down, groundCheckY, whatIsGround)) { return true; } else { return false; } } void Jump() { if (!pState.jumping && jumpBufferCounter > 0 && coyoteTimeCounter > 0) { rb.velocity = new Vector3(rb.velocity.x, jumpForce); pState.jumping = true; } if (!Grounded() && airJumpCounter < maxAirJumps && Input.GetButtonDown("Jump")) { pState.jumping = true; airJumpCounter++; rb.velocity = new Vector3(rb.velocity.x, jumpForce); } if (Input.GetButtonUp("Jump") && rb.velocity.y > 3) { rb.velocity = new Vector2(rb.velocity.x, 0); pState.jumping = false; } anim.SetBool("Jumping", !Grounded()); } void UpdateJumpVariables() { if (Grounded()) { pState.jumping = false; coyoteTimeCounter = coyoteTime; airJumpCounter = 0; } else { coyoteTimeCounter -= Time.deltaTime; } if (Input.GetButtonDown("Jump")) { jumpBufferCounter = jumpBufferFrames; } else { jumpBufferCounter--; } } }</code>
Anonymes FRACTAL has helped us point out a few bugs on the project files for Part 7 of this series:
This is better, I can now move my player, but always bugs. Respawn button is broken and i have 3 error in console :
NullReferenceException: Object reference not set to an instance of an object SceneFader.SetColorImage (System.Single& _alpha, SceneFader+FadeDirection _fadeDirection) (at Assets/Scripts/SceneFader.cs:71) SceneFader+d__5.MoveNext () (at Assets/Scripts/SceneFader.cs:40) UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at :0) UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) SceneTransition:Start() (at Assets/Scripts/SceneTransition.cs:26)
There can be only one active Event System. UnityEngine.EventSystems.EventSystem:OnEnable () (at Library/PackageCache/com.unity.ugui@1.0.0/Runtime/EventSystem/EventSystem.cs:424)
EndOfStreamException: Unable to read beyond the end of the stream. System.IO.BinaryReader.ReadByte () (at :0) System.IO.BinaryReader.Read7BitEncodedInt () (at :0) System.IO.BinaryReader.ReadString () (at :0) SaveData.LoadBench () (at Assets/Scripts/Singletons/SaveData.cs:71) GameManager.RespawnPlayer () (at Assets/Scripts/Singletons/GameManager.cs:64) UnityEngine.Events.InvokableCall.Invoke () (at :0) UnityEngine.Events.UnityEvent.Invoke () (at :0) UnityEngine.UI.Button.Press () (at Library/PackageCache/com.unity.ugui@1.0.0/Runtime/UI/Core/Button.cs:70) UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) (at Library/PackageCache/com.unity.ugui@1.0.0/Runtime/UI/Core/Button.cs:114) UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at Library/PackageCache/com.unity.ugui@1.0.0/Runtime/EventSystem/ExecuteEvents.cs:57) UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at Library/PackageCache/com.unity.ugui@1.0.0/Runtime/EventSystem/ExecuteEvents.cs:272) UnityEngine.EventSystems.EventSystem:Update() (at Library/PackageCache/com.unity.ugui@1.0.0/Runtime/EventSystem/EventSystem.cs:501)
Topic: [Part 5] remarks on errors
Hey, I’m here again.
Changing the Enemy script to use Start() instead of Awake() isn’t mentioned on the blog post (after section 2.c).
Section 2.d on the video tells to change “this” to “gameObject”, but previous code already had that. Health = maxHealth; is moved from Awake() to Start(), but that isn’t shown on the code (it was just removed), and while it’s shown on the video, it’s very fast and not mentioned.
The 2D DarkCave Assets pack is said to be in the description of the video, but it isn’t. Though it is on the blog post.
On Section 3, I noticed that my camera settings weren’t the same as shown in the video, values for Position, Projection, and MSAA were different (I think I followed the tutorial pretty closely, so it was either not mentioned or too fast for me to notice the changes). Also, the Offset value on my script was -20 and the Inspector on the video shows -15.
I don’t think it was mentioned to remove the previous “Floor” objects from testing.
About wall placement, video and blog say -1, but a card on the video says 1.
When adding the fog, I can only see the column if the alpha value is under 20, somehow. At the beginning of the video it’s said to make the player a prefab, what about the enemy?
When adding vegetation, the blog says to use the Multiple mode (and shows a Single image), while the videos doesn’t tell to change that. I tried Multiple and with that you can’t drag and drop the image on the scene, so I assume it was just a copy and paste gone wrong there.
At 29:22 it’s said to go to Edit > Build Settings, but for me it is File > Build Settings.
In the blog post, the part about the transition manager doesn’t have a semicolon on “SceneManager.LoadScene(transitionTo)”.
The public IEnumerator WalkIntoNewScene() has a “<” out of place around line 281 on the Player Controller (blog post). On the blog it shows the line “if (_exitDir.y != 0)” while the video shows “if (_exitDir.y > 0)”.
The code for PlayerStateList adding “cutscene” isn’t on the blog. Adding “if (pState.cutscene) return;” in Update() and FixedUpdate() isn’t shown as well.
I think “PlayerController.Instance.pState.cutscene = true;” on the SceneTransition trigger wasn’t mentioned (isn’t on the blog).
At 34:11 the Exit Time was changed offscreen from 0.25 to 0.5.
The use of Prefabs for the Scene Transition seems to cause me bugs. Even though I changed the name of the destination, it still uses the value of the prefab instead, e.g. I’d make a prefab of the cave_2 transition, use it on cave_2 and assign it to cave_2, and every time I’d exit cave_2, I’d enter it. At some point I even went to cave_3 when I removed the scene name from the prefab (even though it was still assigned after dragging the prefab to the hierarchy).
At 35:51 there are multiple steps that aren’t mentioned, and even with the blog description I’m not sure I got it after even watching at 0,25x speed. A script was added, the scene fader was dragged to the prefab… in 10 seconds there are at least 7 steps. The part at 36:11 was clearly an edit problem, it shows a previous state of the Scene Fader object, when it didn’t have a script and was still white and not stretched.
using UnityEngine.UI; isn’t shown on the code for SceneFader.cs on the blog. fadeOutUIImage has line break where the serialize field should’ve been removed. The code for FadeDirection was skipped and isn’t shown on later codes. [SerializeField] private float fadeTime; isn’t declared. On UIManager.cs, only sceneFader = GetComponentInChildren<SceneFader>(); is declared, without variable or Start() function shown on the blog. The first code block of SceneFader names the class as “UIManager” instead of SceneFader.
Trying to copy the drag and drop to supposedly update the Prefab I ended up fucking everything up and basically replacing the HP and mana with the scene fader… which made the player prefab lose the reference to mana and I can’t seem to update it correctly.
When fixing the flashing effect, the variable canFlash isn’t in the code.
After fixing the flashing effect the player object is shown as lower quality and the camera is zoomed in for whatever reason. It’s like it went to 140p video quality. (restarting the editor fixed it).
For whatever reason, the heart containerts won’t appear filled up anymore, without me changing anything.
Starting on part 6 I’ll probably just ask questions if I can’t solve the problems I find.