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Make StackColors in Unity – Score Multiplier (Lesson 10)

In this lesson on how to make StackColor in Unity, we will be showing you how to create the score multiplying platforms that come after the finish line.

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Multiplier.cs

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Multiplier : MonoBehaviour
{
    [SerializeField] float multiplierValue;

    [SerializeField] Color multiplierColor;
    [SerializeField] Renderer[] myRends;

    void Start()
    {
        SetColor();
    }

    private void OnCollisionEnter(Collision collision)
    {
        Debug.Log(collision.gameObject.name + " hit");
        if(collision.transform.tag == "Pickup")
        {
            GameControllerStackColor.instance.UpdateMultiplier(multiplierValue);
        }
    }

    void SetColor()
    {
        
        for (int i = 0; i < myRends.Length; i++)
        {
            myRends[i].material.SetColor("_Color", multiplierColor);
        }
    }
}

GameControllerStackColor.cs

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;

public class GameControllerStackColor : MonoBehaviour
{
    public static GameControllerStackColor instance;

    [SerializeField] Text scoreDisplay;
    int score;

    float multiplierValue;

    [SerializeField] int nextSceneIndex;

    private void OnEnable()
    {
        if (instance == null)
            instance = this;
    }

    private void Update()
    {
        if(Input.GetKeyDown(KeyCode.Escape))
        {
            SceneManager.LoadScene(0);
        }
        if(Input.GetKeyDown(KeyCode.Space))
        {
            SceneManager.LoadScene(nextSceneIndex);
        }
    }

    public void UpdateScore(int valueIn)
    {
        score += valueIn;
        scoreDisplay.text = score.ToString();
    }

    public void UpdateMultiplier(float valueIn)
    {
        if (valueIn <= multiplierValue)
            return;
        multiplierValue = valueIn;
        scoreDisplay.text = (score * multiplierValue).ToString(); 
    }
}
using Photon.Chat;
using Photon.Pun;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class PhotonChatManager : MonoBehaviour, IChatClientListener
{
    #region Setup

    [SerializeField] GameObject joinChatButton;
    ChatClient chatClient;
    bool isConnected;
    [SerializeField] string username;

    public void UsernameOnValueChange(string valueIn)
    {
        username = valueIn;
    }

    public void ChatConnectOnClick()
    {
        isConnected = true;
        chatClient = new ChatClient(this);
        //chatClient.ChatRegion = "US";
        chatClient.Connect(PhotonNetwork.PhotonServerSettings.AppSettings.AppIdChat, PhotonNetwork.AppVersion, new AuthenticationValues(username));
        Debug.Log("Connenting");
    }

    #endregion Setup

    #region General

    [SerializeField] GameObject chatPanel;
    string privateReceiver = "";
    string currentChat;
    [SerializeField] InputField chatField;
    [SerializeField] Text chatDisplay;

    // Start is called before the first frame update
    void Start()
    {

    }

    // Update is called once per frame
    void Update()
    {
        if (isConnected)
        {
            chatClient.Service();
        }

        if (chatField.text != "" &amp;&amp; Input.GetKey(KeyCode.Return))
        {
            SubmitPublicChatOnClick();
            SubmitPrivateChatOnClick();
        }
    }

    #endregion General

    #region PublicChat

    public void SubmitPublicChatOnClick()
    {
        if (privateReceiver == "")
        {
            chatClient.PublishMessage("RegionChannel", currentChat);
            chatField.text = "";
            currentChat = "";
        }
    }

    public void TypeChatOnValueChange(string valueIn)
    {
        currentChat = valueIn;
    }

    #endregion PublicChat

    #region PrivateChat

    public void ReceiverOnValueChange(string valueIn)
    {
        privateReceiver = valueIn;
    }

    public void SubmitPrivateChatOnClick()
    {
        if (privateReceiver != "")
        {
            chatClient.SendPrivateMessage(privateReceiver, currentChat);
            chatField.text = "";
            currentChat = "";
        }
    }

    #endregion PrivateChat

    #region Callbacks

    public void DebugReturn(DebugLevel level, string message)
    {
        //throw new System.NotImplementedException();
    }

    public void OnChatStateChange(ChatState state)
    {
        if(state == ChatState.Uninitialized)
        {
            isConnected = false;
            joinChatButton.SetActive(true);
            chatPanel.SetActive(false);
        }
    }

    public void OnConnected()
    {
        Debug.Log("Connected");
        joinChatButton.SetActive(false);
        chatClient.Subscribe(new string[] { "RegionChannel" });
    }

    public void OnDisconnected()
    {
        isConnected = false;
        joinChatButton.SetActive(true);
        chatPanel.SetActive(false);
    }

    public void OnGetMessages(string channelName, string[] senders, object[] messages)
    {
        string msgs = "";
        for (int i = 0; i &lt; senders.Length; i++)
        {
            msgs = string.Format("{0}: {1}", senders[i], messages[i]);

            chatDisplay.text += "\n" + msgs;

            Debug.Log(msgs);
        }

    }

    public void OnPrivateMessage(string sender, object message, string channelName)
    {
        string msgs = "";

        msgs = string.Format("(Private) {0}: {1}", sender, message);

        chatDisplay.text += "\n " + msgs;

        Debug.Log(msgs);
        
    }

    public void OnStatusUpdate(string user, int status, bool gotMessage, object message)
    {
        throw new System.NotImplementedException();
    }

    public void OnSubscribed(string[] channels, bool[] results)
    {
        chatPanel.SetActive(true);
    }

    public void OnUnsubscribed(string[] channels)
    {
        throw new System.NotImplementedException();
    }

    public void OnUserSubscribed(string channel, string user)
    {
        throw new System.NotImplementedException();
    }

    public void OnUserUnsubscribed(string channel, string user)
    {
        throw new System.NotImplementedException();
    }

    #endregion Callbacks
}

Posted on

Make StackColors in Unity – Finish Line (Lesson 9)

In this lesson on how to create StackColor in Unity, we will show you how to create the finish line and the stack launch mechanic.

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PlayerControllerStackColor.cs

using System;
using System.Collections.Generic;
using UnityEngine;

public class PlayerControllerStackColor : MonoBehaviour
{
    [SerializeField] Color myColor;
    [SerializeField] Renderer[] myRends;

    [SerializeField] bool isPlaying;
    [SerializeField] float forwardSpeed;
    Rigidbody myRB;

    [SerializeField] float lerpSpeed;

    Transform parentPickup;
    [SerializeField] Transform stackPosition;

    bool atEnd;
    [SerializeField] float forwardForce;
    [SerializeField] float forceAdder;
    [SerializeField] float forceReducer;

    public static Action<float> Kick;


    // Start is called before the first frame update
    void Start()
    {
        SetColor(myColor);

        myRB = GetComponent<Rigidbody>();
    }

    // Update is called once per frame
    void Update()
    {
        if(isPlaying)
        {
            MoveForward();
        }

        if (atEnd)
        {
            forwardForce -= forceReducer * Time.deltaTime;
            if (forwardForce < 0)
                forwardForce = 0;
        }

        if (Input.GetMouseButtonDown(0))
        {
            if (atEnd)
            {
                forwardForce += forceAdder;
            }
        }
        if (Input.GetMouseButton(0))
        {
            if (atEnd)
                return;

            if(isPlaying == false)
            {
                isPlaying = true;
            }
            MoveSideways();
        }
        

        
    }

    void SetColor(Color colorIn)
    {
        myColor = colorIn;
        for(int i = 0; i <myRends.Length; i++)
        {
            myRends[i].material.SetColor("_Color", myColor);
        }
    }


    void MoveForward()
    {
        myRB.velocity = Vector3.forward * forwardSpeed;
    }

    void MoveSideways()
    {
        Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
        RaycastHit hit;
        if(Physics.Raycast(ray, out hit, 100))
        {
            transform.position = Vector3.Lerp(transform.position, new Vector3(hit.point.x, transform.position.y, transform.position.z), lerpSpeed *Time.deltaTime);
        }
    }

    private void OnTriggerExit(Collider other)
    {
        if (other.tag == "ColorWall")
        {
            SetColor(other.GetComponent<ColorWall>().GetColor());
        }
    }

    private void OnTriggerEnter(Collider other)
    {
        if(other.tag == "FinishingLineStart")
        {
            atEnd = true;
        }
        if(other.tag == "FinishingLineEnd")
        {
            myRB.velocity = Vector3.zero;
            isPlaying = false;
            Debug.Log(forwardForce + " forward force");
            LaunchStack();
        }

        if (atEnd)
            return;
        
        Debug.Log(other.tag);
        if(other.tag == "Pickup")
        {
            Transform otherTransform = other.transform.parent;
            if (myColor == otherTransform.GetComponent<PickupStackColor>().GetColor())
            {
                GameControllerStackColor.instance.UpdateScore(otherTransform.GetComponent<PickupStackColor>().value);
            }
            else
            {
                GameControllerStackColor.instance.UpdateScore(otherTransform.GetComponent<PickupStackColor>().value * -1);
                Destroy(other.gameObject);
                if(parentPickup != null)
                {
                    if(parentPickup.childCount > 1)
                    {
                        parentPickup.position -= Vector3.up * parentPickup.GetChild(parentPickup.childCount - 1).localScale.y;
                        Destroy(parentPickup.GetChild(parentPickup.childCount - 1).gameObject);
                    }
                    else
                    {
                        Destroy(parentPickup.gameObject);
                    }
                }
                return;
            }

            Rigidbody otherRB = otherTransform.GetComponent<Rigidbody>();
            otherRB.isKinematic = true;
            other.enabled = false;
            if(parentPickup == null)
            {
                parentPickup = otherTransform;
                parentPickup.position = stackPosition.position;
                parentPickup.parent = stackPosition;
            }
            else
            {
                parentPickup.position += Vector3.up * (otherTransform.localScale.y);
                otherTransform.position = stackPosition.position;
                otherTransform.parent = parentPickup;
            }
        }
    }

    void LaunchStack()
    {
        Camera.main.GetComponent<CameraStackColor>().SetTarget(parentPickup);
        Kick(forwardForce);
        
        
    }
}

PickupStackColor.cs

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class PickupStackColor : MonoBehaviour
{
    public int value;
    [SerializeField] Color pickUpColor;
    [SerializeField] Rigidbody pickUpRB;
    [SerializeField] Collider pickUpCollider;


    private void OnEnable()
    {
        PlayerControllerStackColor.Kick += MyKick;
    }

    private void MyKick(float forceSent)
    {
        transform.parent = null;
        pickUpCollider.enabled = true;
        pickUpRB.isKinematic = false;
        pickUpRB.AddForce(new Vector3(0, 200, forceSent));
    }

    private void OnDisable()
    {
        PlayerControllerStackColor.Kick -= MyKick;
    }

    // Start is called before the first frame update
    void Start()
    {
        Renderer rend = transform.GetChild(0).GetComponent<Renderer>();
        rend.material.SetColor("_Color", pickUpColor);
    }

    public Color GetColor()
    {
        return pickUpColor;
    }

    
}
using Photon.Chat;
using Photon.Pun;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class PhotonChatManager : MonoBehaviour, IChatClientListener
{
    #region Setup

    [SerializeField] GameObject joinChatButton;
    ChatClient chatClient;
    bool isConnected;
    [SerializeField] string username;

    public void UsernameOnValueChange(string valueIn)
    {
        username = valueIn;
    }

    public void ChatConnectOnClick()
    {
        isConnected = true;
        chatClient = new ChatClient(this);
        //chatClient.ChatRegion = "US";
        chatClient.Connect(PhotonNetwork.PhotonServerSettings.AppSettings.AppIdChat, PhotonNetwork.AppVersion, new AuthenticationValues(username));
        Debug.Log("Connenting");
    }

    #endregion Setup

    #region General

    [SerializeField] GameObject chatPanel;
    string privateReceiver = "";
    string currentChat;
    [SerializeField] InputField chatField;
    [SerializeField] Text chatDisplay;

    // Start is called before the first frame update
    void Start()
    {

    }

    // Update is called once per frame
    void Update()
    {
        if (isConnected)
        {
            chatClient.Service();
        }

        if (chatField.text != "" &amp;&amp; Input.GetKey(KeyCode.Return))
        {
            SubmitPublicChatOnClick();
            SubmitPrivateChatOnClick();
        }
    }

    #endregion General

    #region PublicChat

    public void SubmitPublicChatOnClick()
    {
        if (privateReceiver == "")
        {
            chatClient.PublishMessage("RegionChannel", currentChat);
            chatField.text = "";
            currentChat = "";
        }
    }

    public void TypeChatOnValueChange(string valueIn)
    {
        currentChat = valueIn;
    }

    #endregion PublicChat

    #region PrivateChat

    public void ReceiverOnValueChange(string valueIn)
    {
        privateReceiver = valueIn;
    }

    public void SubmitPrivateChatOnClick()
    {
        if (privateReceiver != "")
        {
            chatClient.SendPrivateMessage(privateReceiver, currentChat);
            chatField.text = "";
            currentChat = "";
        }
    }

    #endregion PrivateChat

    #region Callbacks

    public void DebugReturn(DebugLevel level, string message)
    {
        //throw new System.NotImplementedException();
    }

    public void OnChatStateChange(ChatState state)
    {
        if(state == ChatState.Uninitialized)
        {
            isConnected = false;
            joinChatButton.SetActive(true);
            chatPanel.SetActive(false);
        }
    }

    public void OnConnected()
    {
        Debug.Log("Connected");
        joinChatButton.SetActive(false);
        chatClient.Subscribe(new string[] { "RegionChannel" });
    }

    public void OnDisconnected()
    {
        isConnected = false;
        joinChatButton.SetActive(true);
        chatPanel.SetActive(false);
    }

    public void OnGetMessages(string channelName, string[] senders, object[] messages)
    {
        string msgs = "";
        for (int i = 0; i &lt; senders.Length; i++)
        {
            msgs = string.Format("{0}: {1}", senders[i], messages[i]);

            chatDisplay.text += "\n" + msgs;

            Debug.Log(msgs);
        }

    }

    public void OnPrivateMessage(string sender, object message, string channelName)
    {
        string msgs = "";

        msgs = string.Format("(Private) {0}: {1}", sender, message);

        chatDisplay.text += "\n " + msgs;

        Debug.Log(msgs);
        
    }

    public void OnStatusUpdate(string user, int status, bool gotMessage, object message)
    {
        throw new System.NotImplementedException();
    }

    public void OnSubscribed(string[] channels, bool[] results)
    {
        chatPanel.SetActive(true);
    }

    public void OnUnsubscribed(string[] channels)
    {
        throw new System.NotImplementedException();
    }

    public void OnUserSubscribed(string channel, string user)
    {
        throw new System.NotImplementedException();
    }

    public void OnUserUnsubscribed(string channel, string user)
    {
        throw new System.NotImplementedException();
    }

    #endregion Callbacks
}

Posted on

Make StackColors in Unity – Color Wall (Lesson 8)

For this lesson on how to make StackColors in Unity, we will show you how to create the color wall prefab. This prefab will change the color of your player object as the player object passes through. This will add an additional level of mechanics to our game.

We will be creating the prefab in Unity. Then we will code the interaction between the player and the color wall. Finally, we will add some additional code to the interaction between the player and the pickup objects.

Unlock Code and Member Content

ColorWall.cs

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class ColorWall : MonoBehaviour
{
    [SerializeField] Color newColor;

    // Start is called before the first frame update
    void Start()
    {
        Color tempColor = newColor;
        tempColor.a = .5f;
        Renderer rend = transform.GetChild(0).GetComponent<Renderer>();
        rend.material.SetColor("_Color", tempColor);
    }

    public Color GetColor()
    {
        return newColor;
    }

}

PlayerControllerStackColor.cs

using System;
using System.Collections.Generic;
using UnityEngine;

public class PlayerControllerStackColor : MonoBehaviour
{
    [SerializeField] Color myColor;
    [SerializeField] Renderer[] myRends;

    [SerializeField] bool isPlaying;
    [SerializeField] float forwardSpeed;
    Rigidbody myRB;

    [SerializeField] float lerpSpeed;

    Transform parentPickup;
    [SerializeField] Transform stackPosition;

    // Start is called before the first frame update
    void Start()
    {
        SetColor(myColor);

        myRB = GetComponent<Rigidbody>();
    }

    // Update is called once per frame
    void Update()
    {
        if(isPlaying)
        {
            MoveForward();
        }

        
        if (Input.GetMouseButton(0))
        {

            if(isPlaying == false)
            {
                isPlaying = true;
            }
            MoveSideways();
        }
        

        
    }

    void SetColor(Color colorIn)
    {
        myColor = colorIn;
        for(int i = 0; i <myRends.Length; i++)
        {
            myRends[i].material.SetColor("_Color", myColor);
        }
    }


    void MoveForward()
    {
        myRB.velocity = Vector3.forward * forwardSpeed;
    }

    void MoveSideways()
    {
        Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
        RaycastHit hit;
        if(Physics.Raycast(ray, out hit, 100))
        {
            transform.position = Vector3.Lerp(transform.position, new Vector3(hit.point.x, transform.position.y, transform.position.z), lerpSpeed *Time.deltaTime);
        }
    }

    private void OnTriggerExit(Collider other)
    {
        if (other.tag == "ColorWall")
        {
            SetColor(other.GetComponent<ColorWall>().GetColor());
        }
    }

    private void OnTriggerEnter(Collider other)
    {
        
        
        Debug.Log(other.tag);
        if(other.tag == "Pickup")
        {
            Transform otherTransform = other.transform.parent;
            if (myColor == otherTransform.GetComponent<PickupStackColor>().GetColor())
            {
                GameControllerStackColor.instance.UpdateScore(otherTransform.GetComponent<PickupStackColor>().value);
            }
            else
            {
                GameControllerStackColor.instance.UpdateScore(otherTransform.GetComponent<PickupStackColor>().value * -1);
                Destroy(other.gameObject);
                if(parentPickup != null)
                {
                    if(parentPickup.childCount > 1)
                    {
                        parentPickup.position -= Vector3.up * parentPickup.GetChild(parentPickup.childCount - 1).localScale.y;
                        Destroy(parentPickup.GetChild(parentPickup.childCount - 1).gameObject);
                    }
                    else
                    {
                        Destroy(parentPickup.gameObject);
                    }
                }
                return;
            }

            Rigidbody otherRB = otherTransform.GetComponent<Rigidbody>();
            otherRB.isKinematic = true;
            other.enabled = false;
            if(parentPickup == null)
            {
                parentPickup = otherTransform;
                parentPickup.position = stackPosition.position;
                parentPickup.parent = stackPosition;
            }
            else
            {
                parentPickup.position += Vector3.up * (otherTransform.localScale.y);
                otherTransform.position = stackPosition.position;
                otherTransform.parent = parentPickup;
            }
        }
    }

  
}
using Photon.Chat;
using Photon.Pun;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class PhotonChatManager : MonoBehaviour, IChatClientListener
{
    #region Setup

    [SerializeField] GameObject joinChatButton;
    ChatClient chatClient;
    bool isConnected;
    [SerializeField] string username;

    public void UsernameOnValueChange(string valueIn)
    {
        username = valueIn;
    }

    public void ChatConnectOnClick()
    {
        isConnected = true;
        chatClient = new ChatClient(this);
        //chatClient.ChatRegion = "US";
        chatClient.Connect(PhotonNetwork.PhotonServerSettings.AppSettings.AppIdChat, PhotonNetwork.AppVersion, new AuthenticationValues(username));
        Debug.Log("Connenting");
    }

    #endregion Setup

    #region General

    [SerializeField] GameObject chatPanel;
    string privateReceiver = "";
    string currentChat;
    [SerializeField] InputField chatField;
    [SerializeField] Text chatDisplay;

    // Start is called before the first frame update
    void Start()
    {

    }

    // Update is called once per frame
    void Update()
    {
        if (isConnected)
        {
            chatClient.Service();
        }

        if (chatField.text != "" &amp;&amp; Input.GetKey(KeyCode.Return))
        {
            SubmitPublicChatOnClick();
            SubmitPrivateChatOnClick();
        }
    }

    #endregion General

    #region PublicChat

    public void SubmitPublicChatOnClick()
    {
        if (privateReceiver == "")
        {
            chatClient.PublishMessage("RegionChannel", currentChat);
            chatField.text = "";
            currentChat = "";
        }
    }

    public void TypeChatOnValueChange(string valueIn)
    {
        currentChat = valueIn;
    }

    #endregion PublicChat

    #region PrivateChat

    public void ReceiverOnValueChange(string valueIn)
    {
        privateReceiver = valueIn;
    }

    public void SubmitPrivateChatOnClick()
    {
        if (privateReceiver != "")
        {
            chatClient.SendPrivateMessage(privateReceiver, currentChat);
            chatField.text = "";
            currentChat = "";
        }
    }

    #endregion PrivateChat

    #region Callbacks

    public void DebugReturn(DebugLevel level, string message)
    {
        //throw new System.NotImplementedException();
    }

    public void OnChatStateChange(ChatState state)
    {
        if(state == ChatState.Uninitialized)
        {
            isConnected = false;
            joinChatButton.SetActive(true);
            chatPanel.SetActive(false);
        }
    }

    public void OnConnected()
    {
        Debug.Log("Connected");
        joinChatButton.SetActive(false);
        chatClient.Subscribe(new string[] { "RegionChannel" });
    }

    public void OnDisconnected()
    {
        isConnected = false;
        joinChatButton.SetActive(true);
        chatPanel.SetActive(false);
    }

    public void OnGetMessages(string channelName, string[] senders, object[] messages)
    {
        string msgs = "";
        for (int i = 0; i &lt; senders.Length; i++)
        {
            msgs = string.Format("{0}: {1}", senders[i], messages[i]);

            chatDisplay.text += "\n" + msgs;

            Debug.Log(msgs);
        }

    }

    public void OnPrivateMessage(string sender, object message, string channelName)
    {
        string msgs = "";

        msgs = string.Format("(Private) {0}: {1}", sender, message);

        chatDisplay.text += "\n " + msgs;

        Debug.Log(msgs);
        
    }

    public void OnStatusUpdate(string user, int status, bool gotMessage, object message)
    {
        throw new System.NotImplementedException();
    }

    public void OnSubscribed(string[] channels, bool[] results)
    {
        chatPanel.SetActive(true);
    }

    public void OnUnsubscribed(string[] channels)
    {
        throw new System.NotImplementedException();
    }

    public void OnUserSubscribed(string channel, string user)
    {
        throw new System.NotImplementedException();
    }

    public void OnUserUnsubscribed(string channel, string user)
    {
        throw new System.NotImplementedException();
    }

    #endregion Callbacks
}