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How to Code and Create Zelda Hearts Health Bar in Unity

In this lesson on to create fun game mechanics in Unity, I will teach you how to code and create Zelda Hearts in Unity. The famous heart health can be found in every Zelda game since the original. This icon game mechanic and is loved by every Zelda fan and add a different take on a typical fill health bar.

To create the Zelda health bar we will need to create a UI panel for holding all the hearts. We will then create the heart prefab. Each heart prefab will form a single linked list. We will then create an algorithm that will recurse through each heart, filling them with the correct fill amount.

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HeartContainer.cs

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

public class HeartContainer : MonoBehaviour
{
    public HeartContainer next;

    [Range(0, 1)] float fill;
    [SerializeField] Image fillImage;

    public void SetHeart(float count)
    {
        fill = count;
        fillImage.fillAmount = fill;
        count--;
        if (next != null)
        {
            next.SetHeart(count);
        }
    }
}

ZeldaHealthBar.cs

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

public class ZeldaHealthBar : MonoBehaviour
{
    public static ZeldaHealthBar instance;

    [SerializeField] GameObject heartContainerPrefab;

    [SerializeField] List<GameObject> heartContainers;
    int totalHearts;
    float currentHearts;
    HeartContainer currentContainer;

    // Start is called before the first frame update
    void Start()
    {
        instance = this;
        heartContainers = new List<GameObject>();
        
    }

    //ZeldaHealthBar.instance.SetupHearts(valueIn);
    public void SetupHearts(int heartsIn)
    {
        heartContainers.Clear();
        for(int i = transform.childCount -1; i >=0; i--)
        {  
            Destroy(transform.GetChild(i).gameObject);
        }

        totalHearts = heartsIn;
        currentHearts = (float)totalHearts;
        
        for (int i = 0; i < totalHearts; i++)
        {
            GameObject newHeart = Instantiate(heartContainerPrefab, transform);
            heartContainers.Add(newHeart);
            if(currentContainer != null)
            {
                currentContainer.next = newHeart.GetComponent<HeartContainer>();
            }
            currentContainer = newHeart.GetComponent<HeartContainer>();
        }
        currentContainer = heartContainers[0].GetComponent<HeartContainer>();

    }

    //ZeldaHealthBar.instance.SetCurrentHealth(valueIn);
    public void SetCurrentHealth(float health)
    {
        currentHearts = health;
        currentContainer.SetHeart(currentHearts);
        
    }

    //ZeldaHealthBar.instance.AddHearts(valueIn);
    public void AddHearts(float healthUp)
    {
        currentHearts += healthUp;
        if(currentHearts > totalHearts)
        {
            currentHearts = (float)totalHearts;
        }
        currentContainer.SetHeart(currentHearts);
    }

    //ZeldaHealthBar.instance.RemoveHearts(valueIn);
    public void RemoveHearts(float healthDown)
    {
        currentHearts -= healthDown;
        if(currentHearts < 0)
        {
            currentHearts = 0f;
        }
        currentContainer.SetHeart(currentHearts);
    }

    //ZeldaHealthBar.instance.AddContainer(valueIn);
    public void AddContainer()
    {
        GameObject newHeart = Instantiate(heartContainerPrefab, transform);
        currentContainer = heartContainers[heartContainers.Count - 1].GetComponent<HeartContainer>();
        heartContainers.Add(newHeart);
        

        if (currentContainer != null)
        {
            currentContainer.next = newHeart.GetComponent<HeartContainer>();
        }
    
        currentContainer = heartContainers[0].GetComponent<HeartContainer>();

        totalHearts++;
        currentHearts = totalHearts;
        SetCurrentHealth(currentHearts);
    }
}

DemoZeldaHealth.cs

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

public class DemoZeldaHealth : MonoBehaviour
{
    int total;
    float amountUp;
    float amountDown;

    public void TotalInput(string valueIn)
    {
        total = int.Parse(valueIn);
    }

    public void SubmitSetup()
    {
        ZeldaHealthBar.instance.SetupHearts(total);
    }

    public void UpAmountInput(string valueIn)
    {
        amountUp = float.Parse(valueIn);
    }

    public void SubmitUp()
    {
        ZeldaHealthBar.instance.AddHearts(amountUp);
    }

    public void DownAmountInput(string valueIn)
    {
        amountDown = float.Parse(valueIn);
    }

    public void SubmitDown()
    {
        ZeldaHealthBar.instance.RemoveHearts(amountDown);
    }

    public void AddHeartContainer()
    {
        ZeldaHealthBar.instance.AddContainer();
    }
}
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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DefaultPool failed to load. Make sure it’s in a “Resources” folder.

This is a quick and simple tutorial on how to fix an error that sometimes happens when using Photon. The error that we will talk about in this lesson says that the ‘Default Pool failed to load “Photon Prefab”. Make sure it’s in a “Resources” folder. Or use a custom IPunPrefabPool.’ This error is an error that occurs every once in a while when using Photon in your Unity project, even though there is nothing wrong with your project.

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Debugging Unity Errors – Deterministic Compilation Failed

If you ever get an error that says Deterministic compilation failed just watch this video and you will learn how to fix it. This error occurs when you upgrade your Unity project to the latest 2020 version of Unity. To fix this error all you have to do is disable the use deterministec compilation option in your Player Settings. You should then be able to clear your console. If it does not clear then just restart your Unity project.

If you want to learn how to debug different errors in Unity and become a better game developer, please check out our other Unity debugging videos. https://www.youtube.com/playlist?list=PLWeGoBm1YHVg9HKx8dPv5gHnT-p5dOOgt