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Radar is not working... Why?

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I have downloaded the classic Unity wiki radar script, and have seemed to set it up correctly on a game object. The problem is though, nothing happens on the radar. The center blip does not move, and enemies do not appear even though I have tagged them as "Enemy" I am developing for iOS, by the way. If you also know of any good free mobile radar scripts that do work that would be great if you could share them. public class Radar : MonoBehaviour { public enum RadarTypes : int {Textured, Round, Transparent}; public enum RadarLocations : int {TopLeft, TopCenter, TopRight, BottomLeft, BottomCenter, BottomRight, Left, Center, Right, Custom}; // Display Location public RadarLocations radarLocation = RadarLocations.BottomCenter; public Vector2 radarLocationCustom; public RadarTypes radarType = RadarTypes.Round; public Color radarBackgroundA = new Color(255, 255, 0); public Color radarBackgroundB = new Color(0, 255, 255); public Texture2D radarTexture; public float radarSize = 0.20f; // The amount of the screen the radar will use public float radarZoom = 0.60f; // Center Object information public bool radarCenterActive; public Color radarCenterColor = new Color(255, 255, 255); public string radarCenterTag; // Blip information public bool radarBlip1Active; public Color radarBlip1Color = new Color(0, 0, 255); public string radarBlip1Tag; public bool radarBlip2Active; public Color radarBlip2Color = new Color(0, 255, 0); public string radarBlip2Tag; public bool radarBlip3Active; public Color radarBlip3Color = new Color(255, 0, 0); public string radarBlip3Tag; public bool radarBlip4Active; public Color radarBlip4Color = new Color(255, 0, 255); public string radarBlip4Tag; // Internal vars private GameObject _centerObject; private int _radarWidth; private int _radarHeight; private Vector2 _radarCenter; private Texture2D _radarCenterTexture; private Texture2D _radarBlip1Texture; private Texture2D _radarBlip2Texture; private Texture2D _radarBlip3Texture; private Texture2D _radarBlip4Texture; // Initialize the radar void Start () { // Determine the size of the radar _radarWidth = (int)(Screen.width * radarSize); _radarHeight = _radarWidth; // Get the location of the radar setRadarLocation(); // Create the blip textures _radarCenterTexture = new Texture2D(3, 3, TextureFormat.RGB24, false); _radarBlip1Texture = new Texture2D(3, 3, TextureFormat.RGB24, false); _radarBlip2Texture = new Texture2D(3, 3, TextureFormat.RGB24, false); _radarBlip3Texture = new Texture2D(3, 3, TextureFormat.RGB24, false); _radarBlip4Texture = new Texture2D(3, 3, TextureFormat.RGB24, false); CreateBlipTexture(_radarCenterTexture, radarCenterColor); CreateBlipTexture(_radarBlip1Texture, radarBlip1Color); CreateBlipTexture(_radarBlip2Texture, radarBlip2Color); CreateBlipTexture(_radarBlip3Texture, radarBlip3Color); CreateBlipTexture(_radarBlip4Texture, radarBlip4Color); // Setup the radar background texture if (radarType != RadarTypes.Textured) { radarTexture = new Texture2D(_radarWidth, _radarHeight, TextureFormat.RGB24, false); CreateRoundTexture(radarTexture, radarBackgroundA, radarBackgroundB); } // Get our center object GameObject[] gos; gos = GameObject.FindGameObjectsWithTag(radarCenterTag); _centerObject = gos[0]; } // Update is called once per frame void OnGUI () { GameObject[] gos; // Draw th radar background if (radarType != RadarTypes.Transparent) { Rect radarRect = new Rect(_radarCenter.x - _radarWidth / 2, _radarCenter.y - _radarHeight / 2, _radarWidth, _radarHeight); GUI.DrawTexture(radarRect, radarTexture); } // Draw blips if (radarBlip1Active) { // Find all game objects gos = GameObject.FindGameObjectsWithTag(radarBlip1Tag); // Iterate through them and call drawBlip function foreach (GameObject go in gos) { drawBlip(go, _radarBlip1Texture); } } if (radarBlip2Active) { gos = GameObject.FindGameObjectsWithTag(radarBlip2Tag); foreach (GameObject go in gos) { drawBlip(go, _radarBlip2Texture); } } if (radarBlip3Active) { gos = GameObject.FindGameObjectsWithTag(radarBlip3Tag); foreach (GameObject go in gos) { drawBlip(go, _radarBlip3Texture); } } if (radarBlip4Active) { gos = GameObject.FindGameObjectsWithTag(radarBlip4Tag); foreach (GameObject go in gos) { drawBlip(go, _radarBlip4Texture); } } // Draw center oject if (radarCenterActive) { Rect centerRect = new Rect(_radarCenter.x - 1.5f, _radarCenter.y - 1.5f, 3, 3); GUI.DrawTexture(centerRect, _radarCenterTexture); } } // Draw a blip for an object void drawBlip(GameObject go, Texture2D blipTexture) { if (_centerObject) { Vector3 centerPos = _centerObject.transform.position; Vector3 extPos = go.transform.position; // Get the distance to the object from the centerObject float dist = Vector3.Distance(centerPos, extPos); // Get the object's offset from the centerObject float bX = centerPos.x - extPos.x; float bY = centerPos.z - extPos.z; // Scale the objects position to fit within the radar bX = bX * radarZoom; bY = bY * radarZoom; // For a round radar, make sure we are within the circle if(dist <= (_radarWidth - 2) * 0.5 / radarZoom) { Rect clipRect = new Rect(_radarCenter.x - bX - 1.5f, _radarCenter.y + bY - 1.5f, 3, 3); GUI.DrawTexture(clipRect, blipTexture); } } } // Create the blip textures void CreateBlipTexture(Texture2D tex, Color c) { Color[] cols = {c, c, c, c, c, c, c, c, c}; tex.SetPixels(cols, 0); tex.Apply(); } // Create a round bullseye texture void CreateRoundTexture(Texture2D tex, Color a, Color b) { Color c = new Color(0, 0, 0); int size = (int)((_radarWidth / 2) / 4); // Clear the texture for (int x = 0; x < _radarWidth; x++) { for (int y = 0; y < _radarWidth; y++) { tex.SetPixel(x, y, c); } } for (int r = 4; r > 0; r--) { if (r % 2 == 0) { c = a; } else { c = b; } DrawFilledCircle(tex, (int)(_radarWidth / 2), (int)(_radarHeight / 2), (r * size), c); } tex.Apply(); } // Draw a filled colored circle onto a texture void DrawFilledCircle(Texture2D tex, int cx, int cy, int r, Color c) { for (int x = -r; x < r ; x++) { int height = (int)Mathf.Sqrt(r * r - x * x); for (int y = -height; y < height; y++) tex.SetPixel(x + cx, y + cy, c); } } // Figure out where to put the radar void setRadarLocation() { // Sets radarCenter based on enum selection if(radarLocation == RadarLocations.TopLeft) { _radarCenter = new Vector2(_radarWidth / 2, _radarHeight / 2); } else if(radarLocation == RadarLocations.TopCenter) { _radarCenter = new Vector2(Screen.width / 2, _radarHeight / 2); } else if(radarLocation == RadarLocations.TopRight) { _radarCenter = new Vector2(Screen.width - _radarWidth / 2, _radarHeight / 2); } else if(radarLocation == RadarLocations.Left) { _radarCenter = new Vector2(_radarWidth / 2, Screen.height / 2); } else if(radarLocation == RadarLocations.Center) { _radarCenter = new Vector2(Screen.width / 2, Screen.height / 2); } else if(radarLocation == RadarLocations.Right) { _radarCenter = new Vector2(Screen.width - _radarWidth / 2, Screen.height / 2); } else if(radarLocation == RadarLocations.BottomLeft) { _radarCenter = new Vector2(_radarWidth / 2, Screen.height - _radarHeight / 2); } else if(radarLocation == RadarLocations.BottomCenter) { _radarCenter = new Vector2(Screen.width / 2, Screen.height - _radarHeight / 2); } else if(radarLocation == RadarLocations.BottomRight) { _radarCenter = new Vector2(Screen.width - _radarWidth / 2, Screen.height - _radarHeight / 2); } else if(radarLocation == RadarLocations.Custom) { _radarCenter = radarLocationCustom; } } }

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