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Question by
Proximal-Pyro · Nov 09, 2014 at 06:16 AM ·
2 player
Finding the closest player and making an action happend when player is in range
Hi!
I'm trying to create a maze with walls appearing when you are within a range of them. It works perfectly with one person but I'm creating a multiplayer game. It appears that only some walls works with this when there is more than one player.
Here is my code if you wanna have a look at it. It will probably explain more then I can do:
using UnityEngine;
using System.Collections;
public class AppearWhenNear : MonoBehaviour {
public GameObject[] players;
public float distance = 5.0f;
public float speed = 1.0f;
public Vector3 targetPos;
Vector3 startPos;
float nearestDistanceSqr = Mathf.Infinity;
GameObject closestGO;
void Start () {
targetPos = new Vector3(transform.position.x, 2.5f, transform.position.z);
startPos = transform.position;
}
void Update () {
players = GameObject.FindGameObjectsWithTag ("Player");
if(closestGO != null) {
if(Vector3.Distance(transform.position, closestGO.transform.position) < distance) {
Vector3 pos = Vector3.Lerp(transform.position, targetPos, speed * Time.deltaTime);
transform.position = pos;
}
else {
Vector3 pos = Vector3.Lerp(transform.position, startPos, speed * Time.deltaTime);
transform.position = pos;
}
}
foreach(GameObject player in players) {
float dist = (player.transform.position - transform.position).sqrMagnitude;
if(dist < nearestDistanceSqr) {
closestGO = player;
Debug.Log(closestGO.name);
nearestDistanceSqr = dist;
}
}
}
}
Thank you //Proximal Pyro
Comment
Answer by troien · Nov 09, 2014 at 12:07 PM
I think that resetting nearestDistanceSqr to Mathf.Infinity before the foreach loop might help fix your problem. (Since the distance of the closestGO will most likely be different next frame if this GO is moving, while nearestDistanceSqr stays equal).