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[Part 4] Mana doesn’t increase

Home Forums Video Game Tutorial Series Creating a Metroidvania in Unity [Part 4] Mana doesn’t increase

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  • #14794
    Hoang Nguyen
    Level 5
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    when my player hit enemy, the mana does not increase. Here is my Player code:

    using JetBrains.Annotations;
    using System.Collections;
    using System.Collections.Generic;
    using System.Runtime.InteropServices;
    using UnityEngine;
    using UnityEngine.UI;
    
    public class Player : MonoBehaviour
    {
        [Header("Horizontal movement Settings:")]
        [SerializeField] private float walkSpeed = 1;
    
        [Header("Vertical movement Setting")]
        [SerializeField] private float jumpForce = 45;
        private int jumpBufferCounter = 0;
        [SerializeField] private int JumpBufferFrames;
        private float coyoteTimeCounter = 0;
        [SerializeField] private float coyoteTime;
        private int airJumpCouter = 0;
        [SerializeField] private int maxAirJump;
    
        [Header("Ground check settings:")]
    
        [SerializeField] Transform groundCheckPoints;
        [SerializeField] private float groundCheckY = 0.2f;
        [SerializeField] private float groundCheckX = 0.5f;
        [SerializeField] private LayerMask whatIsGround;
    
        [Header("Dash settings:")]
        [SerializeField] private float dashSpeed;
        [SerializeField] private float dashTime;
        [SerializeField] private float dashCoolDown;
        [SerializeField] GameObject dashEffect;
    
        [Header("Attack settings:")]
        bool attack = false;
        float timeBetweenAttack, timeSinceAttack;
    
        [SerializeField] Transform SideAttackTransform,UpAttackTransform,DownAttackTransform;
        [SerializeField] Vector2 SideAttackArea, UpAttackArea, DownAttackArea;
        [SerializeField] LayerMask attackAbleLayer;
        [SerializeField] float damage;
        [SerializeField] GameObject slashEffect;
        bool restoreTime;
        float restoreTimeSpeed;
    
        [Header("Recoil")]
        [SerializeField] int recoilXSteps = 5;
        [SerializeField] int recoilYSteps = 5;
        [SerializeField] float recoilXSpeed = 100;
        [SerializeField] float recoilYSpeed= 100;
        private int stepXRecoiled, stepYRecoiled;
    
        [Header ("Health setting")]
        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;
    
        [Header("Mana Settings")]
        [SerializeField] UnityEngine.UI.Image manaStorage;
        [SerializeField] float mana;
        [SerializeField] float manaDrainSpeed;
        [SerializeField] float manaGain;
        [Space(5)]
    
        [Header("Spell Settings: ")]
        [SerializeField] float manaSpellCost = 0.3f;
        [SerializeField] float timeBetweenCast = 0.5f;
        [SerializeField] float spellDamage;
        [SerializeField] float downSpellForce;
        [SerializeField] GameObject sideSpellFire;
        [SerializeField] GameObject downSpellFire;
        [SerializeField] GameObject upSpellWater;
        float timeSinceCast;
        float CastOrHealingTimer;
        [Space(5)]
    
        [HideInInspector] public PlayerStateList pState;
        private Rigidbody2D rb;
        private Animator anim;
        private float xAxist, yAxist;
        private bool canDash;
        private bool dashed;
        private float gravity;
        public static Player Instance;
        private SpriteRenderer sr;
    
        private void Awake()
        {
            if(Instance !=null && Instance != this)
            {
                Destroy(gameObject);
            }
            else
            {
                Instance = this;
            }
            DontDestroyOnLoad(gameObject);
    
        }
        void Start()
        {
    
            pState = GetComponent<PlayerStateList>();
            rb = GetComponent<Rigidbody2D>();
            anim = GetComponent<Animator>();   
            sr= GetComponent<SpriteRenderer>();
            gravity =rb.gravityScale;
            Mana = mana;
            manaStorage.fillAmount = Mana;
            Health = maxHealth;
        }
    
        //tao vien hitbox cho attack
        private void OnDrawGizmos()
        {
            Gizmos.color = Color.blue;
            Gizmos.DrawWireCube(SideAttackTransform.position, SideAttackArea);
            Gizmos.DrawWireCube(UpAttackTransform.position, UpAttackArea);
            Gizmos.DrawWireCube(DownAttackTransform.position, DownAttackArea);
        }
    
        // Update is called once per frame
        void Update()
        {
            getInput();
            UpdateJumpVariables();
            if (pState.Dashing) return;
            Move();
            Jump();
    
            Flip();
            StartDash();
            Attack();
            RestoreTimeScale();
            FlashWhileInvincible();
            Heal();
            if (pState.healing) return;
            CastSpell();
        }
    
        private void OnTriggerEnter2D(Collider2D _other)
        {
            if(_other.GetComponent<Enemy>() != null && pState.casting)
            {
                _other.GetComponent<Enemy>().EnemyHit(spellDamage, (_other.transform.position - transform.position).normalized, -recoilYSpeed);
            }
        }
    
        private void FixedUpdate()
        {
            if(pState.Dashing) return;
            Recoil();
        }
        void getInput()
        {
            xAxist = Input.GetAxisRaw("Horizontal");
            yAxist = Input.GetAxisRaw("Vertical");
            attack =Input.GetButtonDown("Attack");
    
            if (Input.GetButton("Cast/Healing"))
            {
                CastOrHealingTimer += Time.deltaTime;
            }
            else
            {
                CastOrHealingTimer = 0;
            }
        }
    
        //transform sprite
        void Flip()
        {
            if(xAxist < 0)
            {
                transform.localScale = new Vector2(-1,transform.localScale.y);
                pState.lookingRight =false;
            }
            else if(xAxist > 0) 
            {
                transform.localScale = new Vector2(1, transform.localScale.y);
                pState.lookingRight=true;
            }
        }
        private void Move()
        {
            rb.velocity = new Vector2(walkSpeed * xAxist , rb.velocity.y);
            anim.SetBool("Walking",rb.velocity.x!=0 && Grounded());
        }
        void StartDash()
        {
            if (Input.GetButtonDown("Dash")  && !dashed)
            {
                StartCoroutine(Dash());
                dashed = true;
            }
            if(Grounded())
            {
                dashed = false;
            }
        }
        IEnumerator Dash()
        {
            canDash = false;
            pState.Dashing = true;
            anim.SetTrigger("Dashing");
            print("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;
        }
    
        void Attack()
        {
            timeSinceAttack += Time.deltaTime;
            if(attack && timeSinceAttack >= timeBetweenAttack)
            {
                timeSinceAttack = 0;
                anim.SetTrigger("Attacking");
    
    
                if (yAxist == 0 || yAxist < 0 && Grounded())
                {
                    Hit(SideAttackTransform, SideAttackArea, ref pState.recoilingX, recoilXSpeed);
                    Instantiate(slashEffect, SideAttackTransform);
                }
                else if (yAxist > 0)
                {
                    Hit(UpAttackTransform, UpAttackArea, ref pState.recoilingY, recoilYSpeed);
                    SlashEffectAtAngle(slashEffect, 95, UpAttackTransform);
                }
                else if (yAxist < 0 && !Grounded())
                {
                    Hit(DownAttackTransform, DownAttackArea, ref pState.recoilingY, recoilYSpeed);
                    SlashEffectAtAngle(slashEffect, -90, DownAttackTransform);
                }
            }
        }
    
        void Hit(Transform _attackTransform, Vector2 _attackArea , ref bool _recoilDir, float _recoilStrength)
        {
            Collider2D[] objectsToHit= Physics2D.OverlapBoxAll(_attackTransform.position, _attackArea,0, attackAbleLayer);
            List<Enemy> hitEnemies = new List<Enemy>();
            if(objectsToHit.Length > 0 )
            {
                _recoilDir = true;
            }
    
            for (int i = 0; i < objectsToHit.Length; i++)
            {
                Enemy e = objectsToHit[i].GetComponent<Enemy>();
                if (e && !hitEnemies.Contains(e))
                {
                    e.EnemyHit(damage,(transform.position - objectsToHit[i].transform.position).normalized, _recoilStrength);
                    hitEnemies.Add(e);
    
                    if (objectsToHit[i].CompareTag("Enemy"))
                    {
                        Mana += manaGain;
                        Debug.Log("mana gain"+ manaGain);
                    }
                }
            }
        }
    
        void SlashEffectAtAngle(GameObject _slasEffect, int _effectAngle, Transform _attackTransform)
        {
            _slasEffect = Instantiate(_slasEffect, _attackTransform);
            _slasEffect.transform.eulerAngles = new Vector3(0, 0, _effectAngle);
            _slasEffect.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 (yAxist < 0)
                {
    
                    rb.velocity = new Vector2(rb.velocity.x, recoilYSpeed);
                }
                else
                {
                    rb.velocity = new Vector2(rb.velocity.x , -recoilYSpeed);
                }
                airJumpCouter = 0;
            }
            else
            {
                rb.gravityScale = gravity;
            }
    
            if(pState.recoilingX && stepXRecoiled < recoilXSteps)
            {
                stepXRecoiled++;
            }
            else
            {
                StopRecoilX();
            }
            if (pState.recoilingY && stepYRecoiled < recoilYSteps)
            {
                stepYRecoiled++;
            }
            else
            {
                StopRecoilY();
            }
            if (Grounded())
            {
                StopRecoilY();
            }
        }
    
        void StopRecoilX()
        {
            stepXRecoiled = 0;
            pState.recoilingX = false;
        }
        void StopRecoilY()
        {
            stepYRecoiled = 0;
            pState.recoilingY = false;
        }
        public void TakeDamage(float _damage)
        {
            if (!pState.invincible) // Check if the character is not invincible
            {
                Debug.Log("Taking damage: " + _damage);
                Health -= Mathf.RoundToInt(_damage);
                Debug.Log("Health after damage: " + Health);
                StartCoroutine(StopTakingDamage());
            }
            else
            {
                Debug.Log("Currently invincible, no damage taken.");
            }
    
    
        }
        IEnumerator StopTakingDamage()
        {
            pState.invincible = true;
            GameObject _bloodSpurtparticales = Instantiate(bloodSpurt, transform.position, Quaternion.identity);
            _bloodSpurtparticales.transform.SetParent(transform);
            Destroy(_bloodSpurtparticales, 1.5f);
            anim.SetTrigger("TakeDamage");
    
            yield return new WaitForSeconds(1f);
            pState.invincible = false;
            Debug.Log("No longer invincible.");
        }
        void FlashWhileInvincible()
        {
            sr.material.color = pState.invincible ? Color.Lerp(Color.white, Color.black, Mathf.PingPong(Time.time*hitFlashSpeed,1.0f)): Color.white;
        }
        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;
            Time.timeScale = _newTimeScale;
            if(_delay > 0)
            {
                StopCoroutine(StartTimeAgain(_delay));
                StartCoroutine(StartTimeAgain(_delay));
            }
            else
            {
                restoreTime = true;
            }
        }
        IEnumerator StartTimeAgain(float _delay)
        {
            restoreTime = true;
            yield return new WaitForSeconds(_delay);
        }
        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/Healing") && CastOrHealingTimer> 0.05f && Health< maxHealth && Mana>0 && !pState.Jumping && !pState.Dashing)
            {
                pState.healing = true;
                anim.SetBool("Healing", true);
                healTimer += Time.deltaTime;
    
                if(healTimer >= timeToHeal)
                {
                    Health++;
                    healTimer = 0;
                }
                Mana -= Time.deltaTime * manaDrainSpeed;
            }
            else
            {
                pState.healing = false;
                anim.SetBool("Healing", false);
                healTimer = 0;
            }
        }
    
        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.GetButtonDown("Cast/Healing") && CastOrHealingTimer <= 0.05f && timeSinceCast >= timeBetweenCast && Mana> manaSpellCost)
            {
                pState.casting = true;
                timeSinceAttack = 0;
                StartCoroutine(CastCoroutine());
            }
            else
            {
                timeSinceCast += Time.deltaTime;
            }
            if (Grounded())
            {
                //disable downspell if on ground
                downSpellFire.SetActive(false);
            }
            //if down spell is active, force player down until grounded
            if (downSpellFire.activeInHierarchy)
            {
                rb.velocity += downSpellForce * Vector2.down;
            }
        }
    
    
        IEnumerator CastCoroutine()
        {
            anim.SetBool("Casting",true);
            yield return new WaitForSeconds(0.15f);
    
            //side cast
            if(yAxist==0|| (yAxist<0 && Grounded()))
            {
                GameObject _fireball = Instantiate(sideSpellFire, SideAttackTransform.position, Quaternion.identity);
    
            //flip fireball
            if(pState.lookingRight)
                {
                    _fireball.transform.eulerAngles = Vector3.zero;
                }
                else
                {
                    _fireball.transform.eulerAngles = new Vector2(_fireball.transform.eulerAngles.x, 180);
                }
                pState.recoilingX = true;
            }
            //up cast
            else if(yAxist>0)
            {
                Instantiate(upSpellWater, transform);
                rb.velocity = Vector2.zero;
            }
            //down cast
            else if (yAxist < 0 && !Grounded())
            {
                downSpellFire.SetActive(true);
            }
            Mana -= manaSpellCost;
            yield return new WaitForSeconds(0.35f);
            anim.SetBool("Casting", false);
            pState.casting = false;
        }
        public bool Grounded()
        {
            if (Physics2D.Raycast(groundCheckPoints.position, Vector2.down, groundCheckY, whatIsGround)
                || Physics2D.Raycast(groundCheckPoints.position + new Vector3(groundCheckX, 0, 0), Vector2.down, groundCheckY, whatIsGround)
                || Physics2D.Raycast(groundCheckPoints.position + new Vector3(-groundCheckX, 0, 0), Vector2.down, groundCheckY, whatIsGround))
            {
                return true;
            }
            else
            {
                return false;
            }
        }
        void Jump()
        {
            //cancel animation jump
            if(Input.GetButtonUp("Jump") &&rb.velocity.y > 3)
            {
                rb.velocity = new Vector2(rb.velocity.x, 0);
    
                pState.Jumping = false;
            }
            //cho phep player jump neu grounded
            if (jumpBufferCounter > 0 && coyoteTimeCounter > 0 && !pState.Jumping)
            {
                rb.velocity = new Vector3(rb.velocity.x, jumpForce);
    
                pState.Jumping = true;
            }
            if (!Grounded() && airJumpCouter < maxAirJump && Input.GetButtonDown("Jump"))
            {
                pState.Jumping = true;
                airJumpCouter++;
                rb.velocity = new Vector3(rb.velocity.x, jumpForce);
            }
            anim.SetBool("Jumping", !Grounded());
        }
        void UpdateJumpVariables()
        {
            if (Grounded())
            {
                pState.Jumping = false;
                coyoteTimeCounter = coyoteTime;
                airJumpCouter = 0;
            }
            else
            {
                coyoteTimeCounter -= Time.deltaTime;
            }
            if (Input.GetButtonDown("Jump"))
            {
                jumpBufferCounter = JumpBufferFrames;
            }
            else
            {
                jumpBufferCounter--;
            }
        }
    }

    i have add the Enemy tag but it not working.

    #14799
    Joseph Tang
    Level 13
    Moderator
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    May I ask if your Mana in the inspector does not change? And if the your console is showing your Debug.Log("mana gain"+ manaGain);?

    Your code seems to be functional and I don’t see an issue with it. Thus, I think this may be a UI issue where your Mana orb does not reflect the amount of mana you actually have in your inspector. Although, for me to verify or confirm this, I will need a video of you testing out attacking to gain mana.

    If your enemy already has both the tag “Enemy” and the script “Enemy” or inherited scripts on them, then yes it should be fine.

    #14808
    Hoang Nguyen
    Level 5
    Participant
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    thank you, i’ve fix the problem, in the Zombie scripts i wrote: protected override void Start() { rb.gravityScale = 12f; base.Start();

    } instead of: protected override void Start() { base.Start(); rb.gravityScale = 12f;

    }

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