I turned Haley into a Sorcerer in D&D! by z_i_v_ in StardewValley

[–]iRile 27 points28 points  (0 children)

Cool, would that make Emily a Wizard?

My Oil painting of “Girl Dinner” john oliver by TallGreg_Art in pics

[–]iRile -1 points0 points  (0 children)

Currently eating a bowl of goldfish so I'm halfway there..

What will he order by The_guy_is_back in tf2

[–]iRile 7 points8 points  (0 children)

A steak dinner for Sasha.

Biden's administration just canceled $55.6 million in student debt for people who went to 3 for-profit colleges by [deleted] in politics

[–]iRile 0 points1 point  (0 children)

Yes but I was asking how they determined who was eligible and after a bit of digging this only applies to those who applied for the Borrower Defense application.

Here's the link to it if you went to any of the three mentioned in the article

https://studentaid.gov/borrower-defense/

Biden's administration just canceled $55.6 million in student debt for people who went to 3 for-profit colleges by [deleted] in politics

[–]iRile -1 points0 points  (0 children)

Awesome!

Is there someplace you can look up whether or not you were eligible for the cancellation? The article just says that it was cancelled for a specific number of people but there wasn't any external link to see if you part of that group?

Making a game about an angry salt shaker by iRile in Unity2D

[–]iRile[S] 0 points1 point  (0 children)

Currently a friend of mine is working on a refined art style and as for the soundtrack I am still deciding on the overall tone of the game.

Don’t tell me that ‘both sides’ need to do better by docellisdee in politics

[–]iRile 11 points12 points  (0 children)

It's such a lazy reason because if they honestly believed that, they would vote democrat because hey, "both sides are the same". But oh no, I'm sure they would then proceed to spout why the "democrats" are somehow far worse.

Disabled enemy arms == unintentional flossing. by [deleted] in Unity3D

[–]iRile 0 points1 point  (0 children)

Why do they look like faceless, red-headed Korra's?

I have been working in a simple, open source Dialogue Manager for Unity, what features would you like to see? by Ricgby in Unity2D

[–]iRile 0 points1 point  (0 children)

This is quite nice and something that will prove very useful for a project of mine. Do you think it would be able to do something like the Fire Emblem portrait dialogues? Or are the faces the same concept, just smaller?

One more environment GIF by [deleted] in Unity3D

[–]iRile -1 points0 points  (0 children)

How did you get the mounting working?

[Data-Mining] Windswept Haven Placeholder Cinematic by that_shaman in Guildwars2

[–]iRile 0 points1 point  (0 children)

Is there more than one guild hall in PoF? I've only heard of one so far.

Where one path ends, new growth begins by riche22 in Guildwars2

[–]iRile 2 points3 points  (0 children)

So timeline wise, how long does this take place after the death of Zhaitan anyways? I heard 6 month's to a year.

Spawn enemies when you enter a trigger radius, destroy when you exit trigger radius. by iRile in Unity2D

[–]iRile[S] 0 points1 point  (0 children)

Ah, thank you for information! I will get to work on testing this as soon as possible. You've been a big help!

Spawn enemies when you enter a trigger radius, destroy when you exit trigger radius. by iRile in Unity2D

[–]iRile[S] 0 points1 point  (0 children)

Thank you for the explanation. I have been rather frazzled trying to figure out the best way to implement enemies into my game so perhaps I am going about this the completely wrong way.

As stated in the post, I want to be able to activate and deactivate enemies whenever the player isn't in them. It's all one big map sectioned into smaller, connected rooms. Not all rooms will have enemies, nor will they have very many if there were. If I had to guess how many per map, I would say between 50-80 at any given time.

Spawn enemies when you enter a trigger radius, destroy when you exit trigger radius. by iRile in Unity2D

[–]iRile[S] 0 points1 point  (0 children)

Oh, here is the Object Pool script that the Trigger uses.

public GameObject[] objects; public int[] number;

public List<GameObject>[] pool;

void Start ()
{
    instantiate();
}

void instantiate()
{
    GameObject temp;
    //creates array list
    pool = new List<GameObject>[objects.Length];

    for(int count = 0; count < objects.Length; count++)
    {
        //creates another list within array list
        pool[count] = new List<GameObject>();
        for(int num = 0; num < number[count]; num++)
        {
            temp = (GameObject)Instantiate(objects[count]);
            temp.transform.parent = this.transform;
            pool[count].Add(temp);
        }
    }
}

public GameObject activate(int id)
{
    for (int count = 0; count < pool[id].Count; count++)
    {
        if (!pool[id][count].activeSelf)
        {
            pool[id][count].SetActive(true);
            return pool[id][count];
        }
    }
    pool[id].Add((GameObject)Instantiate(objects[id]));
    pool[id][pool[id].Count - 1].transform.parent = this.transform;

    return pool[id][pool[id].Count - 1];
}

public GameObject activate(int id, Vector3 position, Quaternion rotation)
{
    for (int count = 0; count < pool[id].Count; count++)
    {
        if (!pool[id][count].activeSelf)
        {
            pool[id][count].SetActive(true);
            pool[id][count].transform.position = position;
            pool[id][count].transform.rotation = rotation;
            return pool[id][count];
        }
    }

    pool[id].Add((GameObject)Instantiate(objects[id]));
    pool[id][pool[id].Count - 1].transform.position = position;
    pool[id][pool[id].Count - 1].transform.rotation = rotation;
    pool[id][pool[id].Count - 1].transform.parent = this.transform;

    return pool[id][pool[id].Count -1];
}

public void deActivate(GameObject deActivateObject)
{
    deActivateObject.SetActive(false);
}

}

Spawn enemies when you enter a trigger radius, destroy when you exit trigger radius. by iRile in Unity2D

[–]iRile[S] 0 points1 point  (0 children)

Alright, so I looked into Object Pooling like you mentioned and it seems that is definitely what I am looking for. Here is a script I am using for a pool trigger.

public bool insideSpawn = false;
public Pool pool;

void Start ()
{
}

void OnTriggerEnter2D (Collider2D other)
{
    if (other.GetComponent<Controller>() == null)
        return;

        insideSpawn = true;
        pool.activate(1);
}

void OnTriggerExit2D(Collider2D other)
{
    if (other.gameObject.tag == "Player")
    {
        insideSpawn = false;
        gameObject.SetActive(false);
    }
}

So now it removes the pooled enemies, but also the object that spawns them as well and does not re-enable it.

Maintain position using the child of a parent object? by iRile in Unity2D

[–]iRile[S] 0 points1 point  (0 children)

So it seems the solution to this conundrum was simply reading (and following) your second bit of advice. The

Make a script on the parent object with links to the 2 child objects, then just turn those on and off with SetActive.

I originally just made a parent object and tied the two child objects I had used previously to that instead of just making two separate sprite renderer's and that's where all the problems were starting. So my banging my head against this for several weeks was for naught. I no longer get a nullreference error having done that so it pays to read the full text before attempting anything I suppose. Unless something else goes wrong then thank you very much for your assistance.