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Fireball Throw – Unity Tutorial

For this Unity tutorial, I will show you how to create a basic fireball throw mechanic. This mechanic can be used for most projectiles in your games. Projectiles are an important feature of almost all video games. Fireballs projectiles can be found in games like Super Mario, Skyrim, and World of Warcraft

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Throw.cs

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

public class Throw : MonoBehaviour
{
    Rigidbody myRB;

    [SerializeField] float throwSpeed;

    [SerializeField] GameObject Burst;

    // Start is called before the first frame update
    void Start()
    {
        myRB = GetComponent<Rigidbody>();
        myRB.velocity = transform.forward * throwSpeed;
    }

    private void OnCollisionEnter(Collision collision)
    {
        Instantiate(Burst, transform.position, transform.rotation);
        // Add interactions here

        if(collision.transform.tag == "Enemy")
        {
            // get comp for enemy script
            // enemy - damage from health
        }

        Destroy(this.gameObject);
    }

}

Explosion.cs

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

public class Explosion : MonoBehaviour
{
    [SerializeField] float destroyTime;

    // Start is called before the first frame update
    void Start()
    {
        Destroy(this.gameObject, destroyTime);
    }
}

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

public class PlayerCombat : MonoBehaviour
{
   
    [SerializeField] GameObject fireball;
    [SerializeField] Transform origin;


    // Update is called once per frame
    void Update()
    {
        if(Input.GetMouseButtonDown(0))
        {
                    ThrowAttack();
          }
    }

    void ThrowAttack()
    {
            Instantiate(fireball, origin.position, origin.rotation);
    }

    
}
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
}

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Unity Tutorial – Scripting a Simple Countdown Timer

In this lesson, I show you how to create a simple random looping countdown timer. I use this game mechanic in my Presidential Slap game in order to spawn the 2D characters. This mechanic can be used more many other purposes like having items or weapons respawn in a game like Halo. This mechanic also makes it very easy to speed of the timer so things begin spawning faster.

CountDownTimer.cs

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CountDownTimer: MonoBehaviour
{
    [SerializeField]
    float maxTime, minTime;
    float currentTimer;
    // Start is called before the first frame update
    void Start()
    {
        ResetTimer();
    }
    // Update is called once per frame
    void Update()
    {
        currentTimer -= Time.deltaTime;
        if (currentTimer <= 0)
        {
            //Do Something
            ResetTimer();
        }
    }
    void ResetTimer()
    {
        currentTimer = Random.Range(minTime, maxTime);
    }
}
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
}
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How To Create a Navigation Menu In Unity

Explanation Of The Project

Let’s create a game menu with a navigation bar like google and app Zero. The main thing we will focus on in this post is getting the navigation bar setup with buttons to corresponding panels. The navigation bar on the app Zero has buttons labeled Timer, Fasts, History, Learn. Here is a picture of the Google and Zero app side by side with the navigation bar highlighted in red for reference:

Many other games and applications use this menu system for its minimal design, easy navigation, and easy setup. Some drawbacks are that the bar runs out of space quickly and double stacking the bar most of the time isn’t an option because of limited screen space.

Goals For This Lesson

  • Set panels to active/visible and nonactive/nonvisible with SetActive(True) or SetActive(False).
  • Creating a grid for an easier layout.
  • Condensing the code with an array and for loop.
  • Development for mobile.
  • In the next lesson, we will work on implementing some design and color/size-changing of the active icons.

Please Become A Member Today

Before we get started I always have to make a plug to join our membership at https://www.infogamerhub.com/memberships/ It helps us out a lot and we are adding new stuff all the time. We want to be able to help others out in the future with their coding and unity skills. There are many benefits to being a member and having the code being visible can be very useful.

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Unlock Code and Member Content

Example 1 – “That’s alot of damage, I mean SetActives”

Example 2 – “Shortening it with an array and a forloop”

Video For This Lesson

Link to video: http://youtu.be/Rfv5M14ZoGY

Setting Up The Sprite Sheet With PhotoShop

This is a quick video on setting up your own sprite sheet with Photoshop. If you continue down the post there will be a sprite sheet for download for members only. We are adding to this sprite sheet over time so come back to download an updated sprite sheet in the future.

Link to video: http://youtu.be/wwMqn5LKDF8

Icon Sprite Sheet For Members Only

Next Lesson

The next lesson I was going to do was on how styling and adding icons with the color and size-changing effect on the navigation bar makes the project look more professional. If you want us to do a lesson on other menu setups and navigation bars let us know in the comments on the YouTube video for this post.