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[Part 5] Running + heal bug
Home › Forums › Video Game Tutorial Series › Creating a Metroidvania in Unity › [Part 5] Running + heal bug
- This topic has 7 replies, 2 voices, and was last updated 5 months, 2 weeks ago by Joseph Tang.
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June 11, 2024 at 11:30 am #15070::
Hello,
when i take damage, and run(pressing A or D), and press my heal key (C), the characters heals and consumes mana
All my script is the same, the only thing i didn’t change was the input for cast/heal, i left it had 2 different keys.also this fix “The reason for this is due to HitStopTime being called continuously when the player gets hit. Since the player is locked in the dash state, it keeps getting hit and thus freezing time.
To fix this go to the Enemy base class and add && !Player.Instance.pState.invincible to the if statement in the OnCollisionEnter2D. This stops the HitStopTime from being called once the player is hit and should fix the issue.”
for dashing in the enemy and staying freezed, has done nothing, and my game freezes. any other possible fix?
thanks
GoatJune 12, 2024 at 12:02 am #15073::For the healing bug, take a look at points [2] & [3] from this post:
As for the time stop bug, I will need more information to pinpoint the problem, may you send the Enemy scripts that you are using? Subscripts as well if any. [Example: Zombie, Charger, Bat, Crawler]
June 12, 2024 at 12:09 am #15074::Hello, thanks a lot for the reply.
I followed the bug fixes in that post, it corrected almost, all the issues, but this one, still figuring out xD.
I know that the code you have in the end of Part 5, is a bit different from what i have, in PlayerController.cs, so i’m going to check if it changes in the end :DEnemy code :
public class Enemy : MonoBehaviour { [SerializeField] protected float health; [SerializeField] protected float recoilLength; [SerializeField] protected float recoilFactor; [SerializeField] protected bool isRecoiling = false; [SerializeField] protected PlayerController player; [SerializeField] protected float speed; [SerializeField] protected float damage; protected float recoilTimer; protected Rigidbody2D rb; // Start is called before the first frame update protected virtual void Start() { rb = GetComponent<Rigidbody2D>(); } // Update is called once per frame protected virtual void Update() { if(health <= 0) { Destroy(gameObject); } if (isRecoiling) { if(recoilTimer < recoilLength) { recoilTimer += Time.deltaTime; } else { isRecoiling = false; recoilTimer = 0; } } } public virtual void EnemyHit(float _damageDone, Vector2 _hitDirection, float _hitForce) { health -= _damageDone; if (!isRecoiling) { rb.AddForce(- _hitForce * recoilFactor * _hitDirection); isRecoiling = true; } } protected void OnCollisionStay2D(Collision2D _other) { if (_other.gameObject.CompareTag("Player") && !PlayerController.Instance.pState.invincible) { Attack(); PlayerController.Instance.HitStopTime(0, 5, 0.5f); } } protected virtual void Attack() { PlayerController.Instance.TakeDamage(damage); Debug.Log("Hit"); } }
Zombie Code:
public class Zombie : Enemy { // Start is called before the first frame update protected override void Start() { base.Start(); rb.gravityScale = 12f; } // Update is called once per frame protected override void Update() { base.Update(); if (!isRecoiling) { transform.position = Vector2.MoveTowards(transform.position, new Vector2(PlayerController.Instance.transform.position.x, transform.position.y), speed * Time.deltaTime); } } public override void EnemyHit(float _damageDone, Vector2 _hitDirection, float _hitForce) { base.EnemyHit(_damageDone, _hitDirection, _hitForce); } }
i guess i have this ones like you guys showed :D
June 12, 2024 at 7:05 am #15075::Is your
RestoreTimeScale()
in PlayerController.cs under rhe if return code forpState.dashing
inUpdate()
, If it is, move it above the code for you to unfreeze the player. If it’s under the return, then it cannot restore the time scale while the player is dashingJune 12, 2024 at 8:08 am #15076::Hello, thanks again for the reply,
yes that change worked was the only change i didn’t try :Facepalm:About running and healing, it stil occurs, and the fix in the forum, doesn’t suit my problem. if i’m not mistaken, the fix is changing !pState.jumping –> to Grounded().
private void Update() { if (pState.cutScene) return; GetInputs(); UpdateJumpVariable(); RestoreTimeScale(); if (pState.dashing) return; FlashWhileInvincible(); CastSpell(); Heal(); if (pState.healing) return; Move(); Flip(); Jump(); StartDash(); Attack(); }
This is my Move Function-
private void Move() { if (pState.healing) rb.velocity = new Vector2(0, 0); rb.velocity = new Vector2(walkspeed * xAxis, rb.velocity.y); anim.SetBool("Walking", rb.velocity.x != 0 && Grounded()); }
this is my update in Player Controller.
Everything works fine, if i start healing ,i cant do other actions like move, jump etc.but if i’m moving, and (grounded), it assumes, and lets me heal, without the healing animation.
Just consumes the mana and heals.June 12, 2024 at 9:20 am #15077::Sorry could you send a video and your full PlayerCobtroller.cs for me to see what is happening. Show your playerstate inspector and the mana inspector in the scene as you test the bug.
June 12, 2024 at 9:43 am #15078::Hello, so i found a fix, that i added 3 lines in the Heal Function
void Heal() { if(Input.GetButton("Healing") && Health < maxHealth && Mana > 0 && Grounded() && !pState.dashing) { <strong> rb.velocity = new Vector2(0, 0); anim.SetBool("Walking", false); anim.SetBool("Jumping", false);</strong> pState.healing = true; anim.SetBool("Healing", true);
now everything is working :D
thanksJune 12, 2024 at 1:32 pm #15081::That’s great to hear that you’ve fixed the issue and that you are able to create a new solution. If you need further assistance for the series, do tell us.
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