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Question by bmeaney · Nov 20, 2018 at 08:52 PM · 2dcollision2d-platformerrigidbody2dconstraints

Trying to freeze multiple gameObjects at the same time

Hi. I am trying to freeze every mace object in my game at the same time for a set time. I want them the freeze when i collide with any one of them. In my current code only the mace i collide with freezes. The script i am using to freeze has been attatched to all the maces

  void OnCollisionEnter2D(Collision2D collision)
     {
         if (collision.gameObject.tag == "Player")
         {
             GetComponent<Rigidbody2D>().constraints = RigidbodyConstraints2D.FreezeAll;
             StartCoroutine(Example(5));
         }
         if (collision.gameObject.tag == "Surface")
         {
              rb.AddForce(new Vector2(0, 500));
            
         }
     }
 
     IEnumerator Example(float time)
     {
         yield return new WaitForSeconds(time);
         gameObject.GetComponent<Rigidbody2D>().constraints = RigidbodyConstraints2D.None;
         
 
     }


I have attached a screenshot of the interface, with the maces and the script shown attached.

alt text

ngt-game.jpg (93.1 kB)
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Best Answer

Answer by ecv80 · Nov 20, 2018 at 10:15 PM

This could be one way. This is assuming your maces script/class is named "Mace":

 void OnCollisionEnter2D(Collision2D collision)
  {
      if (collision.gameObject.tag == "Player")
      {
          Mace[] maces=Object.FindObjectsOfType<Mace>();
         
         foreach (Mace mace in maces)
             mace.gameObject.GetComponent<Rigidbody2D>().constraints = RigidbodyConstraints2D.FreezeAll;
             
         StartCoroutine(Example(5, maces));
      }
      if (collision.gameObject.tag == "Surface")
      {
           rb.AddForce(new Vector2(0, 500));
 
      }
  }
 
  IEnumerator Example(float time, Mace[] maces)
  {
      yield return new WaitForSeconds(time);
      
      foreach (Mace mace in maces)
          mace.gameObject.GetComponent<Rigidbody2D>().constraints = RigidbodyConstraints2D.None;
 
 
  }
 

Also, it might be more efficient to look for the maces elsewhere than each time the player collides. Consider eliminating this line:

 Mace[] maces=Object.FindObjectsOfType<Mace>();

from your OnCollisionEnter2D() and add this to your maces class instead:

 public class Mace : MonoBehaviour {
 
 static List<Mace> maces=new List<Mace>();
 
 void Awake () {
    maces.Add(this);
 }

You might need to remove each on destroy, or check for null values in your foreachs.

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avatar image bmeaney · Nov 21, 2018 at 03:22 PM 0
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Thanks a lot! This worked for me.

avatar image ecv80 bmeaney · Nov 21, 2018 at 07:30 PM 0
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Thanks for selecting as best answer :)

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