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Question I can't modify ScriptableObject value.

Discussion in 'Scripting' started by theriser777, Aug 8, 2022.

  1. theriser777

    theriser777

    Joined:
    Feb 2, 2020
    Posts:
    12
  2. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    36,951
    Easiest is probably to pass a delegate to the coroutine that it can use to set the desired value.

    This button code you wrote:

    Code (csharp):
    1.     StartCoroutine("changeKey", warshControls[0].jump);
    Becomes instead:

    Code (csharp):
    1. StartCoroutine( changeKey(
    2.   (newJump) => {
    3.     washControls[0].jump = newJump;
    4.   }
    5. ));
    The coroutine signature would become:

    Code (csharp):
    1. IEnumerator changeKey(System.Action<KeyCode> setKey)
    and then inside the coroutine, once you get the desired key in
    vKey
    , instead of assigning it, you call the delegate:

    Code (csharp):
    1. setKey( vKey);
    2. yield break; // done
     
    Bunny83 likes this.
  3. theriser777

    theriser777

    Joined:
    Feb 2, 2020
    Posts:
    12
    @Kurt-Dekker
    Hi, sorry for the late reply, got really busy.

    There were syntax errors with the first piece of code in your reply, after cleaning it up I got:

    Code (CSharp):
    1. StartCoroutine( changeKey((newJump) >= (warshControls[0].jump = newJump)));
    And I got a "does not exist in current context" error, what is "newJump" supposed to be exactly?
    And how do I declare it?
     
  4. RadRedPanda

    RadRedPanda

    Joined:
    May 9, 2018
    Posts:
    1,596
    The
    => 
    operator does not mean greater-than or equal to, it is a unique operator, known as the lambda operator. You might want to read up on how it works if you're going to use Kurt's method. I myself probably wouldn't be able to explain it better than the docs.
     
  5. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    36,951
    Yes, what Rad Red said: you copied my lambda
    =>
    as
    >=
    and made the compiler hysterical.

    Tutorials and example code are great, but keep this in mind to maximize your success and minimize your frustration:

    How to do tutorials properly, two (2) simple steps to success:

    Step 1. Follow the tutorial and do every single step of the tutorial 100% precisely the way it is shown. Even the slightest deviation (even a single character!) generally ends in disaster. That's how software engineering works. Every step must be taken, every single letter must be spelled, capitalized, punctuated and spaced (or not spaced) properly, literally NOTHING can be omitted or skipped.

    Fortunately this is the easiest part to get right: Be a robot. Don't make any mistakes.
    BE PERFECT IN EVERYTHING YOU DO HERE!!


    If you get any errors, learn how to read the error code and fix your error. Google is your friend here. Do NOT continue until you fix your error. Your error will probably be somewhere near the parenthesis numbers (line and character position) in the file. It is almost CERTAINLY your typo causing the error, so look again and fix it.

    Step 2. Go back and work through every part of the tutorial again, and this time explain it to your doggie. See how I am doing that in my avatar picture? If you have no dog, explain it to your house plant. If you are unable to explain any part of it, STOP. DO NOT PROCEED. Now go learn how that part works. Read the documentation on the functions involved. Go back to the tutorial and try to figure out WHY they did that. This is the part that takes a LOT of time when you are new. It might take days or weeks to work through a single 5-minute tutorial. Stick with it. You will learn.

    Step 2 is the part everybody seems to miss. Without Step 2 you are simply a code-typing monkey and outside of the specific tutorial you did, you will be completely lost. If you want to learn, you MUST do Step 2.

    Of course, all this presupposes no errors in the tutorial. For certain tutorial makers (like Unity, Brackeys, Imphenzia, Sebastian Lague) this is usually the case. For some other less-well-known content creators, this is less true. Read the comments on the video: did anyone have issues like you did? If there's an error, you will NEVER be the first guy to find it.

    Beyond that, Step 3, 4, 5 and 6 become easy because you already understand!

    Finally, when you have errors...

    Remember: NOBODY here memorizes error codes. That's not a thing. The error code is absolutely the least useful part of the error. It serves no purpose at all. Forget the error code. Put it out of your mind.

    The complete error message contains everything you need to know to fix the error yourself.

    The important parts of the error message are:

    - the description of the error itself (google this; you are NEVER the first one!)
    - the file it occurred in (critical!)
    - the line number and character position (the two numbers in parentheses)
    - also possibly useful is the stack trace (all the lines of text in the lower console window)

    Always start with the FIRST error in the console window, as sometimes that error causes or compounds some or all of the subsequent errors. Often the error will be immediately prior to the indicated line, so make sure to check there as well.

    All of that information is in the actual error message and you must pay attention to it. Learn how to identify it instantly so you don't have to stop your progress and fiddle around with the forum.
     
  6. theriser777

    theriser777

    Joined:
    Feb 2, 2020
    Posts:
    12
    @Kurt-Dekker
    I am not following a tutorial, you did not need to type all of that, although it might come in handy the next time I do follow a tutorial so thanks anyway.

    But, once I understood what a lambda expression is (I've come across them before, but that was in C++ and that language uses a different operator) thanks to @RadRedPanda 's reply I ended up fixing my mistakes and implementing the code you posted (exactly like you wrote it this time, now that I know what it is) and I get zero errors, but when I hit play and click the button that calls the coroutine, Unity freezes and I have to kill it from the Task Manager.

    Any ideas as to why this might be happening?
     
  7. RadRedPanda

    RadRedPanda

    Joined:
    May 9, 2018
    Posts:
    1,596
    If Unity freezes, it's a pretty good indicator that you're looping infinitely. Would you like to share code with us? If not, I'd check all of your loops and make sure your coroutines return the correct value. Other than that, there's not much to help with without code.
     
  8. theriser777

    theriser777

    Joined:
    Feb 2, 2020
    Posts:
    12
    @RadRedPanda There's not much else to see in the script aside from what's posted here, but here's what the full script looks like now that I modified the script with Kurt's answer, I removed all the other UI button functions to make it more readable, since they're completely unrelated to the problem:

    Code (CSharp):
    1. using System.Collections;
    2. using System.Collections.Generic;
    3. using UnityEngine;
    4. using UnityEngine.UI;
    5. using UnityEngine.Events;
    6. using System;
    7.  
    8. public class UI : MonoBehaviour
    9. {
    10.  
    11.     public Text selectPlayerText;
    12.  
    13.     public int[]warshIndices=new int [2];
    14.     public List<InputController> warshControls = new List<InputController>();
    15.  
    16.     public Text pressKeyText;
    17.  
    18.  
    19.     static int index;
    20.  
    21.     public GameObject mainMenu;
    22.     public GameObject playerSelect;
    23.     public GameObject Options;
    24.  
    25.     GameObject currentCanvas;
    26.  
    27.     public static event Action playersSelected;
    28.  
    29.  
    30.     void Start()
    31.     {
    32.         index=0;
    33.         selectPlayerText.text="Select Player "+(index+1).ToString();
    34.         currentCanvas=mainMenu;
    35.     }
    36.  
    37.     IEnumerator changeKey(System.Action<KeyCode>setKey)
    38.     {
    39.         bool waitforInput=true;
    40.         pressKeyText.text="Press a Key!";
    41.         while(waitforInput)
    42.         {
    43.             foreach(KeyCode vKey in System.Enum.GetValues(typeof(KeyCode))){
    44.                 if(Input.GetKey(vKey)){
    45.                     waitforInput=false;
    46.                     pressKeyText.text=" ";
    47.                     setKey( vKey);
    48.                     yield break;
    49.                 }
    50.             }
    51.         }
    52.     }
    53.  
    54.     public void setPlayer1Jump()
    55.     {
    56.         StartCoroutine( changeKey((newJump) => {warshControls[0].jump = newJump;}));
    57.  
    58.     }
    59. }
     
  9. RadRedPanda

    RadRedPanda

    Joined:
    May 9, 2018
    Posts:
    1,596
    You still want to
    yield return null
    inside of your while loop. If you don't yield, it will continue to run the check and never reach the next frame inside of your game, resulting in the freeze.
    yield return null
    will pause the coroutine until the next frame, letting you check every frame for the key input.
     
    Kurt-Dekker likes this.
  10. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    36,951
    Put another way, when your code is executing, Unity locks up 100% solid.

    Unity remains 100% LOCKED until your code either
    return
    s or
    yield
    s.

    No exceptions.
     
  11. theriser777

    theriser777

    Joined:
    Feb 2, 2020
    Posts:
    12
    @Kurt-Dekker
    @RadRedPanda

    Yup, that did it, I assumed the "yield break" statement was a replacement for the "
    yield return null", as I'm still inexperienced when it comes to coroutines, but I put it back and now everything works as intended, thank you both so much!
     
    Kurt-Dekker likes this.