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This question was closed Mar 10, 2020 at 06:27 PM by tormentoarmagedoom for the following reason:

Too subjective and argumentative

avatar image
0
Question by Mohoruto · Mar 10, 2020 at 01:12 AM · gameobjecttexturetimematerialsrenderer

Changing Texture after time has passed

Hey there - Unity noob here. So I'm working on a horror game, where the player uses a smartphone as a flashlight. The flashlight has a time limit of 60 seconds. I want to change the texture of the screen on the smartphone to display a "battery" level as the time decreases. I have written some code but it does not work, but I think will provide the basic idea of how I want it to work and am looking for some guidance. Thanks in advance!

Here's my code: public class SmartphoneTextureManager : MonoBehaviour {

 public Texture[] SmartphoneTexture;
 public float textureCoolDown = 60;
 public bool EnableChange = false;
 public Renderer renderer;

 // Start is called before the first frame update
 void Start()
 {
     renderer.material.mainTexture = SmartphoneTexture[0];
 }

 // Update is called once per frame
 void Update()
 {

     if(Input.GetKeyDown("E"))
     {
         textureCoolDown -= Time.deltaTime;
         EnableChange = true;
     }

     if(textureCoolDown > 50)
     {
         renderer.material.mainTexture = SmartphoneTexture[1];
     }

     if (textureCoolDown > 40)
     {
         renderer.material.mainTexture = SmartphoneTexture[2];
     }

     if (textureCoolDown > 20)
     {
         renderer.material.mainTexture = SmartphoneTexture[3];
     }

     if (textureCoolDown > 10)
     {
         renderer.material.mainTexture = SmartphoneTexture[4];
     }

     else
     {
         renderer.material.mainTexture = SmartphoneTexture[0];
     }
 }

}

Notes: In the array, [0] represents the normal texture, [1] represents green battery, [2] yellow battery, and so forth.

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Answer by tormentoarmagedoom · Mar 10, 2020 at 01:19 PM

Hello.

You should do it with "else if" not all if. As ypu use if everywhere, code is checking all of them.

if

else if

else if

else if

else

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avatar image Mohoruto · Mar 10, 2020 at 01:56 PM 0
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@tormentoarmagedoom Thanks for your comment, however this does not change anything. I'm starting to wonder if I may have planned this incorrectly in the inspector. Also, for some reason my 'textureCoolDown' does not count down from 60 when 'E' is pressed. Any idea?

avatar image tormentoarmagedoom Mohoruto · Mar 10, 2020 at 06:27 PM 0
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Hello again.

I think you need so basic learning...

with this code

  if(Input.Get$$anonymous$$eyDown("E"))
  {
      textureCoolDown -= Time.deltaTime;
      EnableChange = true;
  }

its only executed the frame you start pressing the E key. Only 1 frame...

Go back learn basics of Unity progra$$anonymous$$g.

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