My English skill is poor I'm not a native English speaker. Please understand.
I want to make the logic that detecting collision
For that, I make a character class. The Character class inherits the MonoBehaviour of the Unity system and has a feature as below.
I made the above feature as below code.
public class Character : MonoBehaviour
{
private ConcurrentDictionary<Skill, float> _skills = new ConcurrentDictionary<Skill, float>();
protected virtual void Start()
{
StartCoroutine(Check());
}
private IEnumerator Check()
{
float delayTime = 0.1f;
First:
yield return new WaitForSeconds(delayTime);
foreach (var skill in _skills.Keys.ToList())
{
Debug.Log($"_skills: {skill}");
}
goto First;
}
private void OnTriggerEnter2D(Collider2D collision)
{
if(collision.gameObject.tag != "cold_wind") return;
var skill = collision.GetComponent<Skill>();
_skills.TryAdd(skill, 100);
}
}
And I added BoxCollider2D component to the prefab that to add the above Character class.
After then I made the Skill class. I omit the Skill class because the Skill class doesn't have a feature yet. I added BoxCollider2D and RigidBody2D components to the prefab that to add the Skill class.
Finally I checked the Simulated function of the RigidBody2D to receive a collision event.
The program executes as the below sequence.
Here, I have the problem. Logically I think the Skill class included in the container must not be removed automatically.
But after 3 seconds (the skill effect appears for 3 seconds) if the skill effect disappears then the Skill class included in the container was removed. At the result Check coroutine shows null as below.
Could someone tell me what I did wrong?
Any advice would be much appreciated.
Thanks for reading.
Most likely everything you are doing is working as intended. The one mistake would be unexpected behavior with TryAdd
, where the value added can be null
.
Inside of your OnTriggerEnter2D
function, add a check to determine what you collided with to only check for spells. The easiest way to do this is check the tag
of the object. For all of your spells, add a tag that you can check against, then change your collision code to look something like
private void OnTriggerEnter2D(Collider2D collision)
{
if(collision.gameObject.tag == "SpellTagHere")
{
// the issue is this line can result in NULL if another object collides with your player
var skill = collision.GetComponent<Skill>();
// meaning a null is added here
_skills.TryAdd(skill, 100);
}
}