I needed help with the foreach function with the array of scriptable objects.

I am working on a weapon system that uses scriptable objects, for my game, and the problem I am currently facing is checking for the array of scriptable objects and prioritising the layer assigned by the selected array element.

E1: So basically what I was trying to say was, the foreach function in my script would set the animation layer weight to zero on every iteration, and when the index matches the equipped weapon in the array, it’d set the weight of its assigned animation layer to 1.

The code where I tried to implement the foreach loop.

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
using Cinemachine;
using StarterAssets;

public class TPSController : MonoBehaviour
{
    [Header("Aim Camera")]
    [SerializeField] private CinemachineVirtualCamera aimCamera;
    [SerializeField] private float normalSensitivity;
    [SerializeField] private float aimSensitivity;
    [Space]
    [Header("Scriptable Objects")]
    [SerializeField] private WeaponScriptableObject[] loadout;
    [SerializeField] private Transform weaponParent;
    private int equippedWeaponIndex;
    [Space]
    [SerializeField] private LayerMask aimColliderLayerMask = new LayerMask();
    // [SerializeField] private Transform debugTransform;
    [SerializeField] private Transform bulletProjectile;
    [SerializeField] private Transform gunTip;

    private ThirdPersonController controller;
    private StarterAssetsInputs starterAssetsInputs;
    private Animator animator;

    private GameObject currentWeapon;
    private void Awake()
    {
        controller = GetComponent<ThirdPersonController>();
        starterAssetsInputs = GetComponent<StarterAssetsInputs>();
        animator = GetComponent<Animator>();
    }

    // Start is called before the first frame update
    void Start()
    {
        controller.SetRotateOnMove(false);
        Equip(0);
    }

    void Equip(int p_ind)
    {
        if (currentWeapon != null) Destroy(currentWeapon);
        GameObject t_newWeapon = Instantiate(loadout[p_ind].weaponModel, weaponParent.position, weaponParent.rotation, weaponParent) as GameObject;
        t_newWeapon.transform.localPosition = Vector3.zero;
        currentWeapon = t_newWeapon;
        equippedWeaponIndex = p_ind;
    }

    // Update is called once per frame
    void Update()
    {
        if (Input.GetKeyDown(KeyCode.Alpha1)) Equip(0);
        if (Input.GetKeyDown(KeyCode.Alpha2)) Equip(1);
        if (Input.GetKeyDown(KeyCode.Alpha3)) Equip(2);
        if (Input.GetKeyDown(KeyCode.Alpha4)) Equip(3);

        //     \/ \/ \/ \/ \/ Highlighted Code problem

        // foreach(var item in loadout)
        // {
                // animator.SetLayerWeight(loadout[item].animLayer, Mathf.Lerp(animator.GetLayerWeight(loadout[item].animLayer), 1f, Time.deltaTime * 10f));
                // if (loadout[item] == loadout[equippedWeaponIndex])
                // {
                //     animator.SetLayerWeight(loadout[equippedWeaponIndex].animLayer, Mathf.Lerp(animator.GetLayerWeight(loadout[equippedWeaponIndex].animLayer), 1f, Time.deltaTime * 10f));
                // }
        // }

        //     /\ /\ /\ /\ /\ Highlighted Code problem
        Vector3 mouseWorldPosition = Vector3.zero;
        Vector2 screenCenterPoint = new Vector2(Screen.width / 2, Screen.height / 2);

        Ray ray = Camera.main.ScreenPointToRay(screenCenterPoint);
        Transform hitTransform = null;
        if (Physics.Raycast(ray, out RaycastHit hit, 999f, aimColliderLayerMask))
        {
            mouseWorldPosition = hit.point;
            hitTransform = hit.transform;
        }

        if (starterAssetsInputs.aim)
        {
            controller.SetSensitivity(aimSensitivity);
            controller.SetRotateOnMove(false);
            aimCamera.gameObject.SetActive(true);

            // animator.SetLayerWeight(1, Mathf.Lerp(animator.GetLayerWeight(1), 1f, Time.deltaTime * 10f));

            Vector3 worldAimTarget = mouseWorldPosition;
            worldAimTarget.y = transform.position.y;
            Vector3 aimDirection = (worldAimTarget - transform.position).normalized;

            transform.forward = Vector3.Lerp(transform.forward, aimDirection, Time.deltaTime * 20f);
        }
        else
        {
            // animator.SetLayerWeight(1, Mathf.Lerp(animator.GetLayerWeight(1), 0f, Time.deltaTime * 20f));

            controller.SetSensitivity(normalSensitivity);
            controller.SetRotateOnMove(false);

            aimCamera.gameObject.SetActive(false);
            Vector3 worldAimTarget = mouseWorldPosition;
            worldAimTarget.y = transform.position.y;
            Vector3 aimDirection = (worldAimTarget - transform.position).normalized;

            transform.forward = Vector3.Lerp(transform.forward, aimDirection, Time.deltaTime * 20f);
        }

        if (starterAssetsInputs.shoot)
        {
            if (hitTransform != null)
            {
                if (hit.transform.GetComponent<BulletTarget>() != null)
                {
                    Instantiate(loadout[equippedWeaponIndex].impactVFXPlayer, hit.point, Quaternion.identity);
                }
                else
                {
                    Instantiate(loadout[equippedWeaponIndex].impactVFX, hit.point, Quaternion.identity);
                }
            }
            // Vector3 aimDir = (mouseWorldPosition - gunTip.position).normalized;
            // Transform bulletproj = Instantiate(bulletProjectile, gunTip.position, Quaternion.LookRotation(aimDir, Vector3.up));
            starterAssetsInputs.shoot = false;
        }
      
    }
}

And the scriptable object with the animation layer index:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

[CreateAssetMenu(fileName = "New Weapon", menuName = "Weapon")]
public class WeaponScriptableObject : ScriptableObject
{
    public string weaponName;
    public GameObject weaponModel;
    [Space]
    public float fireRate;
    public float damage;
    [Space]
    public int ammoCapacity;
    [Space]
    public float reloadTime;
    public enum BulletType { Hitscan, Projectile }
    [Space]
    public BulletType bulletType;
    [Header("Hitscan Settings")]
    public float physForce = 10f;
    [Header("Projectile Settings")]
    public Transform projectile;
    public Transform gunTip;
    [Space]
    public Transform muzzleFlash;
    public Transform impactVFX;
    public Transform impactVFXPlayer;
    [Space]
    public AudioClip shootSound;
    public AudioClip reloadSound;
    [Space]
    [Header("Animations")]
    public int animLayer;
}

Any help would be appreciated. Thanks.

I’m not exactly sure how your structure works, but as far as the foreach method, you only need to say “item” :

foreach(var item in loadout)
{
    animator.SetLayerWeight(item.animLayer,
        Mathf.Lerp(animator.GetLayerWeight(item.animLayer), 1f, Time.deltaTime * 10f));
      
    if (item == loadout[equippedWeaponIndex])
    {
        animator.SetLayerWeight(loadout[equippedWeaponIndex].animLayer,
            Mathf.Lerp(animator.GetLayerWeight(loadout[equippedWeaponIndex].animLayer),
            1f, Time.deltaTime * 10f));
    }
}
1 Like

Here is some help on how to ask for technical advice:

How to report your problem productively in the Unity3D forums:

http://plbm.com/?p=220

This is the bare minimum of information to report:

  • what you want
  • what you tried
  • what you expected to happen
  • what actually happened, log output, variable values, and especially any errors you see
  • links to documentation you used to cross-check your work (CRITICAL!!!)

The purpose of YOU providing links is to make our job easier, while simultaneously showing us that you actually put effort into the process. If you haven’t put effort into finding the documentation, why should we bother putting effort into replying?

If you post a code snippet, ALWAYS USE CODE TAGS:

How to use code tags: https://discussions.unity.com/t/481379

  • Do not TALK about code without posting it.
  • Do NOT post unformatted code.
  • Do NOT retype code. Use copy/paste properly using code tags.
  • Do NOT post screenshots of code.
  • Do NOT post photographs of code.
  • ONLY post the relevant code, and then refer to it in your discussion.

If you are baffled by what your code above is doing, FIX THAT FIRST. Here’s how:

Time to start debugging! Here is how you can begin your exciting new debugging adventures:

You must find a way to get the information you need in order to reason about what the problem is.

Once you understand what the problem is, you may begin to reason about a solution to the problem.

What is often happening in these cases is one of the following:

  • the code you think is executing is not actually executing at all
  • the code is executing far EARLIER or LATER than you think
  • the code is executing far LESS OFTEN than you think
  • the code is executing far MORE OFTEN than you think
  • the code is executing on another GameObject than you think it is
  • you’re getting an error or warning and you haven’t noticed it in the console window

To help gain more insight into your problem, I recommend liberally sprinkling Debug.Log() statements through your code to display information in realtime.

Doing this should help you answer these types of questions:

  • is this code even running? which parts are running? how often does it run? what order does it run in?
  • what are the names of the GameObjects or Components involved?
  • what are the values of the variables involved? Are they initialized? Are the values reasonable?
  • are you meeting ALL the requirements to receive callbacks such as triggers / colliders (review the documentation)

Knowing this information will help you reason about the behavior you are seeing.

You can also supply a second argument to Debug.Log() and when you click the message, it will highlight the object in scene, such as Debug.Log("Problem!",this);

If your problem would benefit from in-scene or in-game visualization, Debug.DrawRay() or Debug.DrawLine() can help you visualize things like rays (used in raycasting) or distances.

You can also call Debug.Break() to pause the Editor when certain interesting pieces of code run, and then study the scene manually, looking for all the parts, where they are, what scripts are on them, etc.

You can also call GameObject.CreatePrimitive() to emplace debug-marker-ish objects in the scene at runtime.

You could also just display various important quantities in UI Text elements to watch them change as you play the game.

Visit Google for how to see console output from builds. If you are running a mobile device you can also view the console output. Google for how on your particular mobile target, such as this answer for iOS: https://discussions.unity.com/t/700551 or this answer for Android: https://discussions.unity.com/t/699654

If you are working in VR, it might be useful to make your on onscreen log output, or integrate one from the asset store, so you can see what is happening as you operate your software.

Another useful approach is to temporarily strip out everything besides what is necessary to prove your issue. This can simplify and isolate compounding effects of other items in your scene or prefab.

If your problem is with OnCollision-type functions, print the name of what is passed in!

Here’s an example of putting in a laser-focused Debug.Log() and how that can save you a TON of time wallowing around speculating what might be going wrong:

https://discussions.unity.com/t/839300/3

“When in doubt, print it out!™” - Kurt Dekker (and many others)

Note: the print() function is an alias for Debug.Log() provided by the MonoBehaviour class.

Thank you.

1 Like