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Question by RVDL_IT · May 12, 2017 at 09:43 PM · c#timetimerif-statementscooldown

How to add a cooldown sort of thing.

I need to add a cooldown for my script to make sure that I don't instantly drop the object as soon as I pick it up. I think I'd be something like float TimeDown = 1S;.

This is the important part of my script:

         void Update() {
             // If another item isn't picked up at the moment.
                 if(ItemPickedUp == false) {
                     // If you're looking at the item.
                         if (Physics.Raycast(CameraMain.transform.position, CameraMain.transform.forward, RayCastLength, RayMask.value)) {
                             // If you press the E key.
                                 if (Input.GetKeyDown("e")) {
                                     // The CarryableObject becomes a child of the Character.
                                         CarryableObject.transform.parent = Character.transform;
                                     // The position relative to the character.
                                         CarryableObject.transform.position = new Vector3(Character.transform.position.x + 1, Character.transform.position.y + 1, Character.transform.position.z + 1);
                                     // The rotation relative to the character.
                                         CarryableObject.transform.rotation = Character.transform.rotation;
                                     // The gravity.
                                         CarryableObject.GetComponent<Rigidbody>().useGravity = false;
                                     // The boolean that activates the boolean that is needed for the dropping code.
                                         ItemPickedUp = true;
                                     // The child collider if-statements.
                                             if(Child1 != null){
                                                 Child1.GetComponent<Collider>().enabled = false;
                                             }
                                             if(Child2 != null){
                                                 Child2.GetComponent<Collider>().enabled = false;
                                             }
                                             if(Child3 != null){
                                                 Child3.GetComponent<Collider>().enabled = false;
                                             }
                                             if(Child4 != null){
                                                 Child4.GetComponent<Collider>().enabled = false;
                                             }
                                 }
                         }
                 }
                 
             // If you're holding an item.
                 if(ItemPickedUp == true){
                     // If you press the E key.
                         if(Input.GetKeyDown("e")){
                             // The CarryableObject becomes a child of the Utility Props again.
                                 CarryableObject.transform.parent = UtilityProps.transform;
                             // The drop position.
                                 CarryableObject.transform.position = new Vector3(Character.transform.position.x, Character.transform.position.y, Character.transform.position.z + OffsetDropPosition);
                             // The rotation is no longer relative to the Character.
                                 CarryableObject.transform.rotation = Character.transform.rotation;
                             // The gravity gets reenabled.
                                 CarryableObject.GetComponent<Rigidbody>().useGravity = true;
                             // The pick up boolean.
                                 ItemPickedUp = false;
                             // The child collider if-statements.
                                 if(Child1 != null){
                                     Child1.GetComponent<Collider>().enabled = true;
                                 }
                                 if(Child2 != null){
                                     Child2.GetComponent<Collider>().enabled = true;
                                 }
                                 if(Child3 != null){
                                     Child3.GetComponent<Collider>().enabled = true;
                                 }
                                 if(Child4 != null){
                                     Child4.GetComponent<Collider>().enabled = true;
                                 }
                         }
                 }    
         }
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avatar image RobAnthem · May 12, 2017 at 10:22 PM 1
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cooldowns are pretty simple, you can go up or down with them or whatever you want. Also there is a few ways to do them, I will provide you with 2 examples.

EXA$$anonymous$$PLE 1:

 public float Cooldown;
 private float cooldown;
 public bool isOnCooldown;
 public void DoStuff()
 {
     if (!isOnCooldown)
     {
         //stuff happpens
         isOnCooldown = true;
     }
 }
 void Update()
 {
     if (isOnCooldown)
     {
         cooldown += Time.deltaTime;
         if (cooldown > Cooldown)
         {
             isOnCooldown = false'
             cooldown = 0;
         }
     }
 }

EXA$$anonymous$$PLE 2:

 public bool isOnCooldown;
 public float Cooldown;
 public void DoStuff()
 {
     if (!isOnCooldown)
     {
         //stuff happens
         isOnCooldown = true;
         Invoke("ResetCooldown", Cooldown);
     }
 }
 private void ResetCooldown()
 {
     isOnCooldown  = false;
 }

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Answer by TheShadyColombian · May 13, 2017 at 03:58 PM

One robust way of doing this is creating a float timer that you add deltaTime to during update, sort of like this. timerActive is a bool that is true when you want the timer to go.

 void Update () {
     if (timerActive) {
         timer += Time.deltaTime;
     }
 }

and then check and reset the timer like this

 if (timer >= delay) {
     //Do stuff
     timerActive = false;
     timer = 0;
 }
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