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Question by POLYGAMe · Jun 20, 2014 at 11:58 PM · guitexturetouch controlsif statement

if statement not being accessed - why?

I am tearing my hair out here. The following code doesn't work:

 // CAMERA BUTTON
         if (CameraButton.HitTest(touch.position) && touch.phase == TouchPhase.Began && LevelSetup.bGameIsInPlay) 
         {
             //Debug.Log("Hi");
             
             if (Cameras.iCamera == 0)
             {
                 Cameras.iCamera = 1; // Set to chase cam
             }
             else if (Cameras.iCamera == 1)
             {
                 Cameras.iCamera = 0; // Set to cockpit cam
             }
             else
             {
                 Debug.Log(Cameras.iCamera);
             }
         }

Even the else statement part doesn't run, but if I get rid of the if statements and just have the Debug.log(iCamera) line, it prints fine.

I know there are no issues with the GUITextures as I have tested and tested and also the static var that I am using (iCamera) works fine as it is being changed via other scripts and as I said it prints out properly when I get rid of the if statements... what the hell can cause this? Driving me nuts!

Is this some sort of bug in Unity? I can't see how it could be and nothing in the debug log suggests anything odd....

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avatar image Kiwasi · Jun 21, 2014 at 12:04 AM 0
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Put a debug log statement in each clause. One clause of a if-else statement will run. Also put a debug log statement immediately before the istatement to make sure you are calling your method properly.

avatar image POLYGAMe · Jun 21, 2014 at 12:07 AM 0
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I did that... nothing.... if I run that "Hi" line it prints fine.

EDIT: Actually, I just tried that... maybe I hadn't before... but it's printing out all of them... odd...

avatar image robertbu · Jun 21, 2014 at 12:09 AM 0
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If iCamera is not changing, and you are getting no output, then one of the three clauses in this line is evaluating to false:

  if (CameraButton.HitTest(touch.position) && touch.phase == TouchPhase.Began && LevelSetup.bGameIsInPlay)

Put a Debug.Log() to output the result of each of the three clauses.

avatar image zee_ola05 · Jun 21, 2014 at 12:10 AM 0
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Does it enter if (CameraButton.HitTest(touch.position) && touch.phase == TouchPhase.Began && LevelSetup.bGameIsInPlay)

avatar image Jeff-Kesselman · Jun 21, 2014 at 12:16 AM 1
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You coudl have an order of operatiosn issue here:

 CameraButton.HitTest(touch.position) && touch.phase == TouchPhase.Began && LevelSetup.bGameIsInPlay) 

Depending on which takes precedence, && or ==, this coudl have two very different meanings.

ALWAYS FULLY PARENTHESIZE, never ever take order of opwrations for granted. I woudl guess what you mean is

 CameraButton.HitTest(touch.position) && (touch.phase == TouchPhase.Began) && LevelSetup.bGameIsInPlay) 


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Answer by POLYGAMe · Jun 21, 2014 at 01:03 AM

Turns out it wasn't that it wasn't triggering... it was doing it four times!

The issue was that I had the controls inside OnGUI and because I had four cameras, it was running it four times.

I put the code into its own function and ran it from Update and it works fine now.

Thanks for the debugging help, everyone!

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