Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 14 Next capture
2021 2022 2023
2 captures
13 Jun 22 - 14 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 casualchris45 · Aug 08, 2021 at 04:15 AM · prefabsduplicateorder-of-executionordering

Pikmin Thrown one at a time

hello I am making a pikmin fan game and I am trying to make it so that I can throw the pikmin, I used DoTween to DoJump the pikmin from their origin point to the cursor position but the problem I am facing is that since every pikmin is a duplicate they all jump to the same position at the same time. I want to make it so taht they have a type of order to them and that they are thrown in that order. Here is my code (its pretty messy) :

using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.AI; using DG.Tweening;

public class Pikmin : MonoBehaviour {

 public bool grabbed;

 public int entitynum;

 public Transform whistle;


 public Vector3 target;


 public Transform player;

 public Vector3 grab;

 public float time;
 public float delay;

 

 //public Collider planecollider;
 public bool idle;
 public bool isThrowable;
 public NavMeshAgent agent;

 void OnTriggerEnter(Collider other)
 {
     if (other.tag == "Whistle" && Input.GetButton("Fire2"))
     {
         idle = false;
     }
     if (other.gameObject.tag == "Throwable")
     {
         Debug.Log("with in  throwing range");
         isThrowable = true;
     }
 }
 void OnTriggerExit(Collider col)
 {
     if (col.gameObject.tag == "Throwable")
     {
         Debug.Log("with in  throwing range");
         isThrowable = false;
     }
 }
 void OnCollisionEnter(Collision collision)
 {
     if (collision.gameObject.tag == "Player")
     {
         Debug.Log("following");
         idle = false;
     }

 }

 void Start()
 {
     
 }
 void FixedUpdate()
 {
     
     target = whistle.transform.position;

     grab = player.transform.position;

     
     
 }
 private void Update()
 {
     if (Input.GetButtonUp("Fire1") && isThrowable == true )
     {
         transform.DOJump(target, 2, 1, time).SetDelay(delay).SetEase(Ease.Linear);
        
         isThrowable = false;
         grabbed = false;
         
     }
     if (grabbed)
     {
         transform.position = grab;
     }
     if (Input.GetButtonDown("Fire1") && idle == false && isThrowable == true)
     {
         idle = true;
         grabbed = true;
     }
     
     

     agent = GetComponent<NavMeshAgent>();
     if (Input.GetButtonUp("LShift"))
     {
         idle = true;
     }
     
     if (idle == true)
     {
         agent.enabled = false;
     }

     if (idle == false)
     {
         agent.enabled = true;
     }



 }

 

}

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

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

126 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

Related Questions

can you access a script in a prefab and change its value 1 Answer

Unity 4 art prefabs not working in Unity 5. 1 Answer

Why does Instantiate not reset childs positions in a prefab? 1 Answer

Prefab not working 1 Answer

Are sprites reference (script) loaded every time? 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