Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 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 zaidkaram12 · Apr 28, 2020 at 06:25 PM · scripting problemscripting beginner

How can i upgrade the fire rate and damage in my upgrade menu

Hi I am new to unity and I know very little about coding and I don't know how can I upgrade the fire rate and the damage from my upgrade menu this is a game from brackeys 2d platformer course a link to it:https://www.youtube.com/watch?list=PLPV2KyIb3jR42oVBU6K2DIL6Y22Ry9J1c&v=UbPiCgCkHTE

a screenshot of the upgrade menu:https://prnt.sc/s5jdqt

a screenshot of the game:https://prnt.sc/s5je46

any help would be appreciated thanks a lot in advance :) Statusindicator script:

 using UnityEngine;
 using UnityEngine.UI;
 public class StatusIndicator : MonoBehaviour {
 [SerializeField]
 private RectTransform healthBarRect;
 [SerializeField]
 private Text healthText;
 void Start()
 {
 if (healthBarRect == null)
 {
 Debug.LogError("STATUS INDICATOR: No health bar object referenced!");
 }
 if (healthText == null)
 {
 Debug.LogError("STATUS INDICATOR: No health text object referenced!");
 }
 }
 public void SetHealth(int _cur, int _max)
 {
 float _value = (float)_cur / _max;
 healthBarRect.localScale = new Vector3(_value, healthBarRect.localScale.y, healthBarRect.localScale.z);
 healthText.text = _cur + "/" + _max + " HP";
 }
 }

Weapon script:

 using UnityEngine;
 using System.Collections;
 public class Weapon : MonoBehaviour
 {
 public float fireRate = 0;
 public int Damage = 10;
 public LayerMask whatToHit;
 public Transform BulletTrailPrefab;
 public Transform HitPrefab;
 public Transform MuzzleFlashPrefab;
 float timeToSpawnEffect = 0;
 public float effectSpawnRate = 10;
 // Handle camera shaking
 public float camShakeAmt = 0.05f;
 public float camShakeLength = 0.1f;
 CameraShake camShake;
 public string weaponShootSound = "DefaultShot";
 float timeToFire = 0;
 Transform firePoint;
 // Caching
 AudioManager audioManager;
 // Use this for initialization
 void Awake()
 {
 firePoint = transform.Find("FirePoint");
 if (firePoint == null)
 {
 Debug.LogError("No firePoint? WHAT?!");
 }
 }
 void Start()
 {
 camShake = GameMaster.gm.GetComponent<CameraShake>();
 if (camShake == null)
 Debug.LogError("No CameraShake script found on GM object.");
 audioManager = AudioManager.instance;
 if (audioManager == null)
 {
 Debug.LogError("FREAK OUT! No audiomanager found in scene.");
 }
 }
 // Update is called once per frame
 void Update()
 {
 if (fireRate == 0)
 {
 if (Input.GetButtonDown("Fire1"))
 {
 Shoot();
 }
 }
 else
 {
 if (Input.GetButton("Fire1") && Time.time > timeToFire)
 {
 timeToFire = Time.time + 1 / fireRate;
 Shoot();
 }
 }
 }
 void Shoot()
 {
 Vector2 mousePosition = new Vector2(Camera.main.ScreenToWorldPoint(Input.mousePosition).x, Camera.main.ScreenToWorldPoint(Input.mousePosition).y);
 Vector2 firePointPosition = new Vector2(firePoint.position.x, firePoint.position.y);
 RaycastHit2D hit = Physics2D.Raycast(firePointPosition, mousePosition - firePointPosition, 100, whatToHit);
 Debug.DrawLine(firePointPosition, (mousePosition - firePointPosition) * 100, Color.cyan);
 if (hit.collider != null)
 {
 Debug.DrawLine(firePointPosition, hit.point, Color.red);
 Enemy enemy = hit.collider.GetComponent<Enemy>();
 if (enemy != null)
 {
 enemy.DamageEnemy(Damage);
 //Debug.Log ("We hit " + hit.collider.name + " and did " + Damage + " damage.");
 }
 }
 if (Time.time >= timeToSpawnEffect)
 {
 Vector3 hitPos;
 Vector3 hitNormal;
 if (hit.collider == null)
 {
 hitPos = (mousePosition - firePointPosition) * 30;
 hitNormal = new Vector3(9999, 9999, 9999);
 }
 else
 {
 hitPos = hit.point;
 hitNormal = hit.normal;
 }
 Effect(hitPos, hitNormal);
 timeToSpawnEffect = Time.time + 1 / effectSpawnRate;
 }
 }
 void Effect(Vector3 hitPos, Vector3 hitNormal)
 {
 Transform trail = Instantiate(BulletTrailPrefab, firePoint.position, firePoint.rotation) as Transform;
 LineRenderer lr = trail.GetComponent<LineRenderer>();
 if (lr != null)
 {
 lr.SetPosition(0, firePoint.position);
 lr.SetPosition(1, hitPos);
 }
 Destroy(trail.gameObject, 0.04f);
 if (hitNormal != new Vector3(9999, 9999, 9999))
 {
 Transform hitParticle = Instantiate(HitPrefab, hitPos, Quaternion.FromToRotation(Vector3.right, hitNormal)) as Transform;
 Destroy(hitParticle.gameObject, 1f);
 }
 Transform clone = Instantiate(MuzzleFlashPrefab, firePoint.position, firePoint.rotation) as Transform;
 clone.parent = firePoint;
 float size = Random.Range(0.6f, 0.9f);
 clone.localScale = new Vector3(size, size, size);
 Destroy(clone.gameObject, 0.02f);
 //Shake the camera
 camShake.Shake(camShakeAmt, camShakeLength);
 //Play shoot sound
 audioManager.PlaySound(weaponShootSound);
 }
 }

Upgrade menu script:

 using UnityEngine;
 using UnityEngine.UI;
 public class UpgradeMenu : MonoBehaviour
 {
 [SerializeField]
 private Text healthText;
 [SerializeField]
 private Text speedText;
 [SerializeField]
 private float healthMultiplier = 1.3f;
 [SerializeField]
 private float movementSpeedMultiplier = 1.3f;
 [SerializeField]
 private int upgradeCost = 50;
 private PlayerStats stats;
 void OnEnable()
 {
 stats = PlayerStats.instance;
 UpdateValues();
 }
 void UpdateValues()
 {
 healthText.text = "HEALTH: " + stats.maxHealth.ToString();
 speedText.text = "SPEED: " + stats.movementSpeed.ToString();
 }
 public void UpgradeHealth()
 {
 if (GameMaster.Money < upgradeCost)
 {
 AudioManager.instance.PlaySound("NoMoney");
 return;
 }
 stats.maxHealth = (int)(stats.maxHealth * healthMultiplier);
 GameMaster.Money -= upgradeCost;
 AudioManager.instance.PlaySound("Money");
 UpdateValues();
 }
 public void UpgradeSpeed()
 {
 if (GameMaster.Money < upgradeCost)
 {
 AudioManager.instance.PlaySound("NoMoney");
 return;
 }
 stats.movementSpeed = Mathf.Round(stats.movementSpeed * movementSpeedMultiplier);
 GameMaster.Money -= upgradeCost;
 AudioManager.instance.PlaySound("Money");
 UpdateValues();
 }
 }

any help would be appreciated a lot ;)

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

1 Reply

· Add your reply
  • Sort: 
avatar image
1
Best Answer

Answer by Kaart · May 04, 2020 at 11:53 PM

Assuming you want to have this work just like the Health and Speed upgrades here is a solution.

First add a new button and text for the fire rate to your upgrade menu, just like you did for the health and speed upgrades.

Since the fire rate is linked to the weapon add a reference to the Weapon class to UpgradeMenu. Also add a multiplier and reference to the menu text for the fire rate.

     [SerializeField]
     private Weapon weapon;
     [SerializeField]
     private float fireRateMultiplier = 1.3f;
     [SerializeField]
     private Text fireRateText;

Assign the references for the Weapon and Text in the inspector (editor).

Add a method for upgrading the fire rate of your weapon to the UpgradeMenu. Call this method from the new button you've added.

     public void UpgradeFireRate()
     {
         // TODO: You should create some methods instead of copying 
         // the same code into each upgrade option.
         if (GameMaster.Money < upgradeCost)
         {
             AudioManager.instance.PlaySound("NoMoney");
             return;
         }
         weapon.fireRate = Mathf.Round(weapon.fireRate * fireRateMultiplier);
         GameMaster.Money -= upgradeCost;
         AudioManager.instance.PlaySound("Money");
         UpdateValues();
     }

Update the text for the fire rate in UpdateValues() of UpdateMenu.

     private void UpdateValues()
     {
         healthText.text = "HEALTH: " + stats.maxHealth.ToString();
         speedText.text = "SPEED: " + stats.movementSpeed.ToString();
         fireRateText.text = "FIRE RATE: " + weapon.fireRate.ToString();
     }

This would be the easiest solution I think. You can also move the fire rate to your PlayerStats class. This would allow you to keep the fire rate upgrades even after changing weapons.

Comment
Add comment · Show 1 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image zaidkaram12 · May 05, 2020 at 02:49 AM 0
Share

This works perfectly thanks a lot I was working on this for 4 days and I got nothing to work you helped me a lot! thanks

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

230 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

Related Questions

How to double spirte/gameobject/prefab and control the result on those items? 0 Answers

How would I access my list from another function? 1 Answer

Shooting with get joint rotation .eulerAngles kinect 0 Answers

Player alignment with Terrain 1 Answer

Question regarding Raycast hitting UI button object instead of gameobject 0 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