Search Unity

Question shooting and Stop Movement and change animation

Discussion in 'Scripting' started by OFF_LIMTHONG, May 3, 2022.

  1. OFF_LIMTHONG

    OFF_LIMTHONG

    Joined:
    Feb 4, 2022
    Posts:
    1
    hello guys, I'm trying to make a 2D platform game in unity for the first time. but I'm stuck with the code.
    I want the character to shoot and change animation when he does that. I don't want the character to move when I shoot. kind of like kirby when he is eating an enemy.

    I add these part in the code but it's not working properly, I also upload the full code to check
    Can someone help me please?




    Code (CSharp):
    1. private enum State { idle, running, jumping, falling, hurt, shoot}
    2.  
    3.         if(state != State.hurt && state != State.shoot)
    4.         {
    5.             Movement();
    6.         }
    7.     void Shoot()
    8.     {
    9.         float angle = isFacingRight ? 0f : 180f;
    10.         Instantiate(bulletPrefab, firingPoint.position, Quaternion.Euler(new Vector3(0f, 0f, angle)));
    11.         state = State.shoot;
     

    Attached Files:

  2. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    38,735
    Here is how to tease out what is happening at runtime, which is the only thing that actually matters.

    You must find a way to get the information you need in order to reason about what the problem is.

    What is often happening in these cases is one of the following:

    - the code you think is executing is not actually executing at all
    - the code is executing far EARLIER or LATER than you think
    - the code is executing far LESS OFTEN than you think
    - the code is executing far MORE OFTEN than you think
    - the code is executing on another GameObject than you think it is
    - you're getting an error or warning and you haven't noticed it in the console window

    To help gain more insight into your problem, I recommend liberally sprinkling Debug.Log() statements through your code to display information in realtime.

    Doing this should help you answer these types of questions:

    - is this code even running? which parts are running? how often does it run? what order does it run in?
    - what are the values of the variables involved? Are they initialized? Are the values reasonable?
    - are you meeting ALL the requirements to receive callbacks such as triggers / colliders (review the documentation)

    Knowing this information will help you reason about the behavior you are seeing.

    If your problem would benefit from in-scene or in-game visualization, Debug.DrawRay() or Debug.DrawLine() can help you visualize things like rays (used in raycasting) or distances.

    You can also call Debug.Break() to pause the Editor when certain interesting pieces of code run, and then study the scene manually, looking for all the parts, where they are, what scripts are on them, etc.

    You can also call GameObject.CreatePrimitive() to emplace debug-marker-ish objects in the scene at runtime.

    You could also just display various important quantities in UI Text elements to watch them change as you play the game.

    If you are running a mobile device you can also view the console output. Google for how on your particular mobile target, such as this answer or iOS: https://forum.unity.com/threads/how-to-capturing-device-logs-on-ios.529920/ or this answer for Android: https://forum.unity.com/threads/how-to-capturing-device-logs-on-android.528680/

    Another useful approach is to temporarily strip out everything besides what is necessary to prove your issue. This can simplify and isolate compounding effects of other items in your scene or prefab.

    Here's an example of putting in a laser-focused Debug.Log() and how that can save you a TON of time wallowing around speculating what might be going wrong:

    https://forum.unity.com/threads/coroutine-missing-hint-and-error.1103197/#post-7100494