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help with scripting combo points
hello all, i'm building a 2d game, and i have balloons randomly spawning on the screen which will be popped with the user taps/clicks them. i wanted them to overlap and not collide as they have rigidbody2d and colliders attached and i used this code to ensure that they do not collide :
function Start () {
Physics2D.IgnoreLayerCollision(9,10, true);
}
this works great, and the items overlap instead of colliding. i would like however that when two or more balloons overlap each other and are popped (touched/clicked) at the same time they do a combo and the combo effect prefab is spawned at that point where the multiple balloons were popped.
i have this code added to each balloon prefab (there are four different balloons each with different a different color).
var pop : GameObject;
var balloontype : GameObject;
function Update () {
if (Input.GetMouseButtonDown(0))
{
var hitm : RaycastHit2D = Physics2D.Raycast(Camera.main.ScreenToWorldPoint(Input.mousePosition), Vector2.zero);
if (hitm.collider != null && hitm.collider.gameObject == balloontype)
{
Instantiate(burst, hitm.point, Quaternion.identity);
Instantiate(pop, hitm.point, Quaternion.identity);
Destroy (hitm.collider.gameObject);
}
}
}
and i would like to add some code which states that when two eyes are hit at the same time by the ray spawn the prefab with the combo animation in that area, and spawn only one, not two combo prefabs (one on each eye).
i cannot seem to figure out how to get this done.... if anyone could help it would be greatly appreciated! thanks in advance!
Answer by Midnaut · May 26, 2014 at 07:20 AM
take at look at using this, RaycastAll(), instead of raycast, you will then receive an array (of RayCastHit2D) for all the colliders it hits.
from there you can, first check the length of the array is greater than 1, from there check what types of balloons were hit.
finally if the balloon type is an "eye" more than once inside the array, spawn the combo prefab at the first collision location.
if you want me write out everything for you, just ask.
Hey thanks... I think I understand the answer... But could you write it out for me please?
Hey, I tried to see if I could get this done but I can't figure out how to do it, can you write it out for me please?
var balloontype : GameObject;
var pop : GameObject;
var burst : GameObject;
var firstHit : Vector3 = new Vector3();
var myHitList : List.<GameObject> = new List.<GameObject>();
function Update ()
{
if (Input.Get$$anonymous$$ouseButtonDown(0))
{
//clear the list and reset the hit vector
myHitList.Clear();
firstHit = new Vector3();
//this one was a mighty head scratcher, make sure you have all your colliders as 2d colliders
var hits : RaycastHit2D[];
hits = Physics2D.GetRayIntersectionAll(Camera.main.ScreenPointToRay(Input.mousePosition),100);
for(i = 0; i < hits.Length ; i++)
{
Debug.Log("clicked : " + i);
//comparing the clone to the prefab reference wont work, i personally would use a class that holds types and use get
//component, but in this case we will just check the name.
if (hits != null &&
hits[i] != null &&
hits[i].collider != null &&
hits[i].collider.name.Contains(balloontype.name))
{
myHitList.Add(hits[i].collider.gameObject);
}
}
if(myHitList.Count == 1)
{
//if only one hit, then no combo and the "balloon" is destroyed
Destroy(myHitList[0]);
}
else if(myHitList.Count > 1 )
{
//if we have multiply hits then lets nuke them and get some pretty action happening
firstHit = hits[0].point;
ComboPop(myHitList, firstHit);
}
}
}
function ComboPop (list : List.<GameObject>, point : Vector3)
{
//spawn combo at first collision
Instantiate(burst, point, Quaternion.identity);
Instantiate(pop, point, Quaternion.identity);
//clean up balloons
for(i = 0; i < list.Count ; i++)
{
Destroy (list[i]);
}
}
notes: make a prefab for the balloon, and effects, this runs by name but would be best if running off something like a class, also make sure your colliders are all 2D colliders. This is also designed to be attached to the main camera, and i kept it to a bare $$anonymous$$imum so you could extend a bit.