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 /
  • Help Room /
avatar image
0
Question by FabianBlaha · Sep 06, 2017 at 05:09 PM · uislidermathf.lerp

Mathf.Lerp with UI Slider to show reload time.

Hi!

I'm just about finished with the TANKS! tutorial, and wanted to add a few things to the TankShooting script. First I added a 1 second cooldown to the tank shots, but without any visual indication. Now I want to add a slider to visually represent this reload time. I have the slider UI as a child in the prefab canvas, and it works, but only for the first shot.

 using UnityEngine;
 using UnityEngine.UI;
 
 public class TankShooting : MonoBehaviour
 {
     public int m_PlayerNumber = 1;       
     public Rigidbody m_Shell;            
     public Transform m_FireTransform;    
     public Slider m_AimSlider; 
     public Slider m_ReloadSlider;
     public AudioSource m_ShootingAudio;  
     public AudioClip m_ChargingClip;     
     public AudioClip m_FireClip;
     public float timeBetweenShells = 1f;
     public float minReload = 0f;
     public float m_MinLaunchForce = 15f; 
     public float m_MaxLaunchForce = 30f; 
     public float m_MaxChargeTime = 0.75f;
     public float nextFire = 0f;
 
     private string m_FireButton;         
     private float m_CurrentLaunchForce;  
     private float m_ChargeSpeed;         
     private bool m_Fired;
 //    static float t = 0f;
 
 
     private void OnEnable()
     {
         m_CurrentLaunchForce = m_MinLaunchForce;
         m_AimSlider.value = m_MinLaunchForce;
 //        m_ReloadSlider.value = timeBetweenShells;
     }
         
 
     private void Start()
     {
         m_FireButton = "Fire" + m_PlayerNumber;
 
         m_ChargeSpeed = (m_MaxLaunchForce - m_MinLaunchForce) / m_MaxChargeTime;
     }
     
 
     private void Update()
     {
         
         nextFire += Time.deltaTime;
 
 /*        
         if (m_Fired == true)
         {
         m_ReloadSlider.value = Mathf.Lerp (minReload, timeBetweenShells, t);
         t += 1f * Time.deltaTime;
         }
 */
         if (nextFire > timeBetweenShells) 
         {
             m_AimSlider.value = m_MinLaunchForce;
 
             if (m_CurrentLaunchForce >= m_MaxLaunchForce && !m_Fired) 
             {
                 m_CurrentLaunchForce = m_MaxLaunchForce;
                 Fire ();
             } 
             else if (Input.GetButtonDown (m_FireButton)) 
             {
                 m_Fired = false;
                 m_CurrentLaunchForce = m_MinLaunchForce;
 
                 m_ShootingAudio.clip = m_ChargingClip;
                 m_ShootingAudio.Play ();
             } 
             else if (Input.GetButton (m_FireButton) && !m_Fired) 
             {
                 m_CurrentLaunchForce += m_ChargeSpeed * Time.deltaTime;
 
                 m_AimSlider.value = m_CurrentLaunchForce;
             } 
             else if (Input.GetButtonUp (m_FireButton) && !m_Fired) 
             {
                 Fire ();
             }
         }
     }
 
     private void Fire()
     {
         nextFire = 0f;
 
         m_Fired = true;
 
         Rigidbody shellInstance = Instantiate (m_Shell, m_FireTransform.position, m_FireTransform.rotation) as Rigidbody; 
 
         shellInstance.velocity = m_CurrentLaunchForce * m_FireTransform.forward;
 
         m_ShootingAudio.clip = m_FireClip;
         m_ShootingAudio.Play ();
 
         m_CurrentLaunchForce = m_MinLaunchForce;
     }
 }

The commented lines with Mathf.Lerp is the line that works, but only for the first shot.

What am I missing here?

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

0 Replies

· Add your reply
  • Sort: 

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

160 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

How do I take out a UI Slider's value? 0 Answers

Healthbar/UI Slider glow effect 1 Answer

UI Sliders fall to minVal in build app 1 Answer

UI Slider under menu images 0 Answers

Sliders fill rect transform randomly changes 0 Answers


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