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[General] Issue with jumping, walljumping, bat and some questions
Home › Forums › Video Game Tutorial Series › Creating a Metroidvania in Unity › [General] Issue with jumping, walljumping, bat and some questions
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July 29, 2024 at 12:23 am #15401::
Hello, currently I’m finishing part 9 of your tutorial and throughout following it I’ve ran into a few issues I couldn’t find answers for here on forum for and also got a few questions myself.
1. So the first thing is an error I’m receiving in the console as soon as I hit play for the first time after opening the project.
My UIManager script that the error mentions looks like that:
using System.Collections; using UnityEngine; public class UIManager : MonoBehaviour { public static UIManager Instance; public SceneFader sceneFader; [SerializeField] GameObject deathScreen; public GameObject mapHandler; public GameObject inventory; private void Awake() { if (Instance != null && Instance != this) { Destroy(gameObject); } else { Instance = this; } <strong>DontDestroyOnLoad(gameObject);</strong> sceneFader = GetComponentInChildren<SceneFader>(); } public IEnumerator ActivateDeathScreen() { yield return new WaitForSeconds(0.8f); StartCoroutine(sceneFader.Fade(SceneFader.FadeDirection.In)); yield return new WaitForSeconds(0.8f); deathScreen.SetActive(true); } public IEnumerator DeactivateDeathScreen() { yield return new WaitForSeconds(0.5f); deathScreen.SetActive(false); StartCoroutine(sceneFader.Fade(SceneFader.FadeDirection.Out)); } }
2. My bat enemy gets stunned even when I set stun duration to 0 and he also gets knockbacked and stunned after his hp reaches 0 (which I believe shouldn’t happen?)
Here’s my bat script:
using UnityEngine; public class Bat : Enemy { [SerializeField] private float chaseDistance; [SerializeField] private float stunDuration; float timer; protected override void Start() { base.Start(); ChangeState(EnemyStates.Bat_Idle); } protected override void Update() { base.Update(); if (!PlayerController.Instance.pState.alive) { ChangeState(EnemyStates.Bat_Idle); } } protected override void UpdateEnemyStates() { float distance = Vector2.Distance(transform.position, PlayerController.Instance.transform.position); switch (GetCurrentEnemyState) { case EnemyStates.Bat_Idle: rb.velocity = new Vector2(0, 0); if (distance < chaseDistance) { ChangeState(EnemyStates.Bat_Chase); } break; case EnemyStates.Bat_Chase: rb.MovePosition(Vector2.MoveTowards(transform.position, PlayerController.Instance.transform.position, Time.deltaTime * speed)); FlipBat(); if (distance > chaseDistance) { ChangeState(EnemyStates.Bat_Idle); } break; case EnemyStates.Bat_Stunned: timer += Time.deltaTime; if (timer >= stunDuration) { ChangeState(EnemyStates.Bat_Idle); timer = 0; } break; case EnemyStates.Bat_Death: Death(Random.Range(5,10)); break; } } public override void EnemyHit(float damageDealt, Vector2 hitDirection, float hitForce) { base.EnemyHit(damageDealt, hitDirection, hitForce); if (health > 0) { ChangeState(EnemyStates.Bat_Stunned); } else { ChangeState(EnemyStates.Bat_Death); } } protected override void Death(float destroyTime) { rb.gravityScale = 12; base.Death(destroyTime); } protected override void ChangeCurrentAnimation() { anim.SetBool("Idle", GetCurrentEnemyState == EnemyStates.Bat_Idle); anim.SetBool("Chase", GetCurrentEnemyState == EnemyStates.Bat_Chase); anim.SetBool("Stunned", GetCurrentEnemyState == EnemyStates.Bat_Stunned); if(GetCurrentEnemyState == EnemyStates.Bat_Death) { anim.SetTrigger("Death"); int LayerIgnorePlayer = LayerMask.NameToLayer("Ignore Player"); gameObject.layer = LayerIgnorePlayer; } } void FlipBat() { if(PlayerController.Instance.transform.position.x < transform.position.x) { sr.flipX = true; } else { sr.flipX = false; } } }
3. My player jumping method seems to be malfunctioning as sometimes when I barely tap jump button, the character jumps very high as shown in the video below:
My jump method:
private void Jump() { if (!pState.jumping && jumpBufferCounter > 0 && coyoteTimeCounter > 0) { rb.velocity = new Vector3(rb.velocity.x, jumpForce); pState.jumping = true; } if (!IsGrounded() && airJumpCounter < maxAirJumps && Input.GetButtonDown("Jump") && unlockedDoubleJump) { 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; } rb.velocity = new Vector2(rb.velocity.x, Mathf.Clamp(rb.velocity.y, -maxFallingSpeed, rb.velocity.y)); anim.SetBool("Jumping", !IsGrounded()); }
4. Walljumping seems to be working as intended when the wall I’m walljumping on is on the right side, while when I’m walljumping on left-side wall it’s working in a wrong way
My walljumping method:
private void WallJump() { if (isWallSliding) { isWallJumping = false; wallJumpingDirection = !pState.lookingRight ? 1: -1; CancelInvoke(nameof(StopWallJumping)); } if (Input.GetButtonDown("Jump") && isWallSliding) { isWallJumping = true; rb.velocity = new Vector2(wallJumpingDirection * wallJumpingPower.x, wallJumpingPower.y); dashed = false; airJumpCounter = 0; pState.lookingRight = !pState.lookingRight; transform.eulerAngles = new Vector2(transform.eulerAngles.x, 180); Invoke(nameof(StopWallJumping), wallJumpingDuration); } } private void StopWallJumping() { isWallJumping = false; transform.eulerAngles = new Vector2(transform.eulerAngles.x, 0); rb.velocity = new Vector2(rb.velocity.x, 0); }
5. If I put a transition to the other scene in a place that’s being “operated” by camera that is not the default one on the current scene, how do I make it so when I return from that other scene to the first scene, the active camera is set to the one where the scene transition is at (place that is not being “operated” by scene’s default camera)? You can see what I mean on the video below:
6. How to code the ability to unpause the game using esc key except only just pressing resume with your mouse?
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