Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by dinostudios123 · Jan 18, 2021 at 10:54 AM · c#playershootinggameobjectsdisable

Having an issue with one script on multiple GameObjects

Hello, I am having an issue with a Player Shooting script that is attached to 24 different GameObjects. The script works fine if 23 GameObjects are turned off. If all 24 GameObjects are turned on, the script stops working at the first case statement. If I try and disable the scripts of 23 GameObjects but leave the GameObjects on, the script stops at the first case statement.


I have 24 different players with multiple child GameObjects, but only one script for all the players for the shooting mode.


Is there a way to make this script run on all 24 GameObjects at the same time without stopping the script? Or, How can I make this script a Parent Script and access the 24 GameObjects with a different script, but keep the same data applied to each GameObject?


Here is my Player Shooting script:


 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 /// <summary>
 /// defines which shooting mode is activated. It defines characteristics of the shooting modes. Depending on the activated shooting mode, it makes a shot.
 /// </summary>
  
 //enumerator defining which shooting mode is currently active
 #region Serializable classes
 public enum ActiveShootingMode
 {
     Short_Lazer, Swirling, Rocket, Ray
 }
 
 //serializable class describing all existing shooting modes
 [System.Serializable]
 public class ShootingMode
 {
     public string name;
 
     [Tooltip("shooting frequency. the higher the more frequent")]
     public float fireRate;
 
     [Tooltip("projectile prefab")]
     public GameObject projectileObject;
 
     //time for a new shot
     [HideInInspector] public float nextFire;
 }
 
 //guns objects in 'Player's' hierarchy
 [System.Serializable]
 public class Guns
 {
     public GameObject rightGun, leftGun, centralGun, PlayerRay;
     [HideInInspector] public ParticleSystem leftGunVFX, rightGunVFX, centralGunVFX;
     public static Guns instance;
 }
 #endregion
 
 public class PlayerShooting : MonoBehaviour
 {
 
     public ActiveShootingMode activeShootingMode;
 
     [Tooltip("current weapon power")]
     [Range(1, 4)]       //change it if you wish
     public int weaponPower = 1;
 
     public ShootingMode[] shootingModes;
 
     public Guns guns;
     bool shootingIsActive = true;
     [HideInInspector] public int maxweaponPower = 4;
     public static PlayerShooting instance;
 
     private void Awake()
     {
         if (instance == null)
             instance = this;
     }
     private void Start()
     {
         //receiving shooting visual effects components
         guns.leftGunVFX = guns.leftGun.GetComponent<ParticleSystem>();
         guns.rightGunVFX = guns.rightGun.GetComponent<ParticleSystem>();
         guns.centralGunVFX = guns.centralGun.GetComponent<ParticleSystem>();
 
     }
 
     private void Update()
     {
         if (shootingIsActive)
         {
             int mode = (int)activeShootingMode;  //defining active shooting mode index
             if (mode == (int)ActiveShootingMode.Ray) //if active shooting mode is ray, making a shot at once; if not, checking if the time for the next shot comes
                 MakeAShot();
             else if (mode == (int)ActiveShootingMode.Rocket) //if active shooting mode is rocket, shooting time depends on current weapon power
             {
                 if (Time.time > shootingModes[mode].nextFire)   //making a shot and setting time for the next one
                 {
                     MakeAShot();
                     shootingModes[mode].nextFire = Time.time + 1 / shootingModes[mode].fireRate / weaponPower;
                 }
             }
             else
             {
                 if (Time.time > shootingModes[mode].nextFire)
                 {
                     MakeAShot();
                     shootingModes[mode].nextFire = Time.time + 1 / shootingModes[mode].fireRate;
                 }
             }
         }
     }
 
     
 
     //method for a shot
     void MakeAShot()
     {
         if (GameController.instance.gameIsActive) // if the game was started
         {
             switch (activeShootingMode) //depending on active shooting mode
             {
                 #region Short_Lazer Shot
                 case ActiveShootingMode.Short_Lazer:         // if shooting mode is short_lazer
                     {
                         if(guns.PlayerRay != null)
                         {
                             if (guns.PlayerRay.activeSelf)  // if the ray was active, deactivating the ray
                                 guns.PlayerRay.SetActive(false);
                         }
                         
 
                         switch (weaponPower) // according to weapon power 'pooling' the defined anount of projectiles, on the defined position, in the defined rotation
                         {
                             case 1:
                                 
                                     CreateLazerShot(PoolingController.instance.GetPoolingObject(shootingModes[(int)activeShootingMode].projectileObject), guns.centralGun.transform.position, Vector3.zero);
                                     guns.centralGunVFX.Play();
                                     Debug.Log("Center Gun");
 
                                 break;
                             case 2:
                                 
                                     CreateLazerShot(PoolingController.instance.GetPoolingObject(shootingModes[(int)activeShootingMode].projectileObject), guns.rightGun.transform.position, Vector3.zero);
                                     guns.leftGunVFX.Play();
                                     CreateLazerShot(PoolingController.instance.GetPoolingObject(shootingModes[(int)activeShootingMode].projectileObject), guns.leftGun.transform.position, Vector3.zero);
                                     guns.rightGunVFX.Play();
                                     Debug.Log("Left and Right Guns");
                                 break;
                                 
                             case 3:
                                 
                                     CreateLazerShot(PoolingController.instance.GetPoolingObject(shootingModes[(int)activeShootingMode].projectileObject), guns.centralGun.transform.position, Vector3.zero);
                                     CreateLazerShot(PoolingController.instance.GetPoolingObject(shootingModes[(int)activeShootingMode].projectileObject), guns.rightGun.transform.position, new Vector3(0, 0, -5));
                                     guns.leftGunVFX.Play();
                                     CreateLazerShot(PoolingController.instance.GetPoolingObject(shootingModes[(int)activeShootingMode].projectileObject), guns.leftGun.transform.position, new Vector3(0, 0, 5));
                                     guns.rightGunVFX.Play();
                                     Debug.Log("Center, Left, and Right Guns");
                                 break;
                             case 4:
                                 
                                     CreateLazerShot(PoolingController.instance.GetPoolingObject(shootingModes[(int)activeShootingMode].projectileObject), guns.centralGun.transform.position, Vector3.zero);
                                     CreateLazerShot(PoolingController.instance.GetPoolingObject(shootingModes[(int)activeShootingMode].projectileObject), guns.rightGun.transform.position, new Vector3(0, 0, -5));
                                     guns.leftGunVFX.Play();
                                     CreateLazerShot(PoolingController.instance.GetPoolingObject(shootingModes[(int)activeShootingMode].projectileObject), guns.leftGun.transform.position, new Vector3(0, 0, 5));
                                     guns.rightGunVFX.Play();
                                     CreateLazerShot(PoolingController.instance.GetPoolingObject(shootingModes[(int)activeShootingMode].projectileObject), guns.leftGun.transform.position, new Vector3(0, 0, 15));
                                     CreateLazerShot(PoolingController.instance.GetPoolingObject(shootingModes[(int)activeShootingMode].projectileObject), guns.rightGun.transform.position, new Vector3(0, 0, -15));
                                     Debug.Log("Double: Center, Left, and Right Guns");
                                 break;
                         }
                         SoundManager.instance.PlaySound("shortLazer");     //play sound from 'SoundManager'
                         break;
                     }
                 #endregion
 
                 #region Swirling Shot 
                 case ActiveShootingMode.Swirling:        // if shootingMode is 'swirling' generating Swirling prefab
                     {
                         if (guns.PlayerRay.activeSelf) // if the ray was active, deactivating the ray
                             guns.PlayerRay.SetActive(false);
                         Instantiate(shootingModes[(int)activeShootingMode].projectileObject, guns.centralGun.transform.position, guns.centralGun.transform.rotation);
                         SoundManager.instance.PlaySound("swirling");
                         break;
                     }
                 #endregion
                 #region Rocket Shot
                 case ActiveShootingMode.Rocket:      // if shooting mode is 'rocket' 'pooling' the new rocket
                     {
                         if (guns.PlayerRay.activeSelf) // if the ray was active, deactivating the ray
                             guns.PlayerRay.SetActive(false);
                         GameObject newRocket = PoolingController.instance.GetPoolingObject(shootingModes[(int)activeShootingMode].projectileObject);
                         newRocket.transform.position = transform.position;
                         newRocket.SetActive(true);
                         SoundManager.instance.PlaySound("rocket");     //play sound from 'SoundManager'
                         break;
                     }
                 #endregion
                 #region Ray
                 case ActiveShootingMode.Ray:     // is the shooting mode is 'ray'
                     {
                         if (!guns.PlayerRay.activeSelf && PlayerMoving.instance.controlIsActive) // if the ray was active, deactivating the ray
                             guns.PlayerRay.SetActive(true);
                         break;
                     }
                 #endregion
                 default:
                     break;
             }
         }
     }
 
     void CreateLazerShot(GameObject lazer, Vector3 pos, Vector3 rot) //translating 'pooled' lazer shot to the defined position in the defined rotation
     {
         lazer.transform.position = pos;
         lazer.transform.rotation = Quaternion.Euler(rot);
         lazer.SetActive(true);
     }
 }



Thank you

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
â–¼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

698 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Distribute terrain in zones 3 Answers

How do I enable and disable multiple game objects in Unity? 1 Answer

Multiple Cars not working 1 Answer

Illuminating a 3D object's edges OnMouseOver (script in c#)? 1 Answer

Shooting problem the bullets fly in diffrent direction then player looks? 2 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges