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Question by Venrack_ · Apr 25, 2018 at 09:11 AM · c#enemy ai

If statement not working in script.

using UnityEngine; using System.Collections;

public class EnemyShooting : MonoBehaviour {

 public Transform spawnPoint;
 public Transform bulletPrefab;
 public float timeBtwShots;
 public float startTimeBtwShots;



 // Use this for initialization
 void Start () {
     startTimeBtwShots = 5;
     timeBtwShots = startTimeBtwShots;
 }
 
 // Update is called once per frame
 void Update () {

     if (GameObject.Find("RangeEnemyWhite").GetComponent<EnemyShoot>().moveSpeed == 0 || GameObject.Find("RangeEnemyBlack").GetComponent<EnemyShoot>().moveSpeed == 0)
     {
         timeBtwShots -= Time.deltaTime;
     }

     else if (GameObject.Find("RangeEnemyWhite").GetComponent<EnemyShoot>().moveSpeed == 3 || GameObject.Find("RangeEnemyBlack").GetComponent<EnemyShoot>().moveSpeed == 3)
     {
         timeBtwShots = startTimeBtwShots;
     }

     if (timeBtwShots <= 0)
     {
         FireBullet();
         timeBtwShots = startTimeBtwShots;
     }

 }

 void FireBullet()
 {
     GameObject player = GameObject.Find("Player");
     if (player != null)
     {
         Instantiate(bulletPrefab, spawnPoint.position, spawnPoint.rotation);
     }
 }

}

The else if statement is not being carried out by unity for some reason, it is just ignoring it. No matter what i put in there the program does not do it. for some reason timeBtwShots wont go back to 5 when the enemies movement speed is 3.

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Answer by Venrack_ · Apr 25, 2018 at 01:38 PM

If you just try and place it into another script that should fix it.

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Answer by tormentoarmagedoom · Apr 25, 2018 at 09:50 AM

Good day.

When you have this kind of problem, is because some variable value is not as you think it is. The best you can do is to add a

 Debug.Log();

before the else if sentence, with all the variables that are included, in your case, i recommend to paste this code, and check in the console, what is the variable value.

  void Update () {
 Debug.Log (GameObject.Find("RangeEnemyWhite").GetComponent<EnemyShoot>().moveSpeed);
 Debug.Log (GameObject.Find("RangeEnemyBlack").GetComponent<EnemyShoot>().moveSpeed);
 
      if (GameObject.Find("RangeEnemyWhite").GetComponent<EnemyShoot>().moveSpeed == 0 || GameObject.Find("RangeEnemyBlack").GetComponent<EnemyShoot>().moveSpeed == 0)
      {
          timeBtwShots -= Time.deltaTime;
      }
      else if (GameObject.Find("RangeEnemyWhite").GetComponent<EnemyShoot>().moveSpeed == 3 || GameObject.Find("RangeEnemyBlack").GetComponent<EnemyShoot>().moveSpeed == 3)
      {
          timeBtwShots = startTimeBtwShots;
      }
      if (timeBtwShots <= 0)
      {
          FireBullet();
          timeBtwShots = startTimeBtwShots;
      }
  }

I'm sure some of them is null, empty or does not have the value you think it have.


If helped, accept the answer and close the question!

BYE !:D

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avatar image Venrack_ · Apr 25, 2018 at 12:20 PM 0
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@tormentoarmagedoom that didn't work i think the problem is that unity is flat out not registering that if statement at all no matter what i put in it its not reading it its happening on other scripts too with different situations. I just dont know how to fix it?

avatar image Venrack_ · Apr 25, 2018 at 01:38 PM 0
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it is fixed now i just put it into another script

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Answer by vinilly · Apr 25, 2018 at 10:21 AM

try to reset the code with its on variable.

timeBtwShots = 5;

as the script is out of start mode and startTimeBtwShots might be null

 else if (GameObject.Find("RangeEnemyWhite").GetComponent<EnemyShoot>().moveSpeed == 3 || GameObject.Find("RangeEnemyBlack").GetComponent<EnemyShoot>().moveSpeed == 3)
      {
          timeBtwShots = startTimeBtwShots;
      }
      if (timeBtwShots <= 0)
      {
          FireBullet();
         //timeBtwShots = startTimeBtwShots; //null
          timeBtwShots = 5;  // New!
      }

Please vote up to keep me around.:D

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