Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by DayyanSisson · Sep 03, 2011 at 05:22 PM · disableshootenable

Disable & Re-enable Script

I have a shooting script. When my ship boosts, I want the player not to be able to fire. The problem is, when I boost, it disables the script, but when I stop boosting, the script doesn't re-enable. How do I do this?

 #pragma strict
 
 var projectile : GameObject;
 var fireRate : float = 0.5;
 private var nextFire : float = 0.0;
 
 function Update () {
     
     if(Input.GetButton("Fire1") && Time.time > nextFire) {
         nextFire = Time.time + fireRate;
         var clone = Instantiate (projectile, transform.position, transform.rotation);
     }
     
     if(Input.GetKey("space")) {
         GetComponent(Shoot).enabled = false;
     } 
    
        if(Input.GetKeyUp("space")) {
         GetComponent(Shoot).enabled = true;
     } 
 }

Any idea why?

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
3
Best Answer

Answer by aldonaletto · Sep 03, 2011 at 05:44 PM

Is this the Shoot script? If it is, it can't enable itself just because it doesn't execute anymore after being disabled. You should not execute the firing code when the button "space" is pressed - maybe returning before shooting, like this:

     if (Input.GetButton("space")) return;
     if (Input.GetButton("Fire1")...

But if this is not the Shoot script, it would be better to use a boolean variable instead of enabling/disabling the whole script - something like this:

    // replace the last two ifs with this statement
    GetComponent(Shoot).disableShooting = Input.GetKey("space");
And in the Shoot script:

var disableShooting: boolean;

function Update(){ if (disableShooting) return; // your shooting code goes here } EDITED: You just test if the button "space" is pressed, and do not execute the shooting code if it is, like below:

#pragma strict

var projectile : GameObject; var fireRate : float = 0.5; private var nextFire : float = 0.0;

function Update () { // if space is pressed, return to abort the rest of Update if(Input.GetKey("space")) return; // ends the Update routine // if not, execute the rest of Update if(Input.GetButton("Fire1") && Time.time > nextFire) { nextFire = Time.time + fireRate; var clone = Instantiate (projectile, transform.position, transform.rotation); } }

Comment
Add comment · Show 3 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image DayyanSisson · Sep 04, 2011 at 07:29 PM 0
Share

Yeah it's the shoot script. Wait I'm confused about what that means about returning.

avatar image aldonaletto · Sep 04, 2011 at 08:08 PM 0
Share

The instruction return makes Unity return from the routine, which aborts the rest of the code - thus it will not fire when space is pressed. I edited the answer to show the complete script.

avatar image DayyanSisson · Sep 07, 2011 at 03:46 AM 0
Share

Okay it works. Thanks

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

3 People are following this question.

avatar image avatar image avatar image

Related Questions

disable/enable mouselook not working? 1 Answer

switch scripts? 1 Answer

Create a vector between me and my enemy. 1 Answer

disable/enable script js 2 Answers

Disable SCRIPT HELP!!!! 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges