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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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New Input System in Unity 2020 – Local Multiplayer

In this lesson, we will be going over how to implement local multiplayer using the new input system in Unity. This new input system has actually made this very easy.

To do this all you have to first create a out of your player object. We will then need to create an object with the component. You then need to add the player prefab into this component. Now when you play your game you should be able to just press a button with multiple input devices which will instantiate a new play into the scene for each device.

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New Input System in Unity 2020 – Controlling Movement

For this lesson, we will be going over how to control your player object with the Player Input component and your Input Action Asset. The new input system is quite different from the old system. The old system relies on the Input class and checking for inputs in the update function for it to work. This is no longer need in the new system.