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Question by Jinnie26 · Jan 09, 2018 at 06:19 AM · unity 5button

Button.interactable not enabling

Trying to add a penalty when the player missed an enemy but I can't seem to be able to re-enable the buttons after disabling it for a few secs.

 void Update()
     {
 
         RayCastShow();
         
 
         frozenTimer -= Time.deltaTime;
 
         if (frozenTimer <= 0)
         {
             btnL.interactable = true;
             btnR.interactable = true;
             isFrozen = false;
         }
         
     }

 public void Miss()
     {
         frozenTimer = 1f;
 
 
         btnL.interactable = false;
         btnR.interactable = false;
         
 
     }

Can someone please tell me what's wrong in my code thanks

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avatar image Guhanesh · Jan 09, 2018 at 06:32 AM 0
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Can you add RayCastShow() function code also?

avatar image Jinnie26 Guhanesh · Jan 09, 2018 at 06:33 AM 0
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 public void RayCastShow()
     {
         int layer_mask = Layer$$anonymous$$ask.Get$$anonymous$$ask("Enemy");
 
         RaycastHit2D hitInfo = Physics2D.Raycast(transform.position, -transform.right, 500, layer_mask);
 
 
         if (hitInfo.collider != null)
         {
             hitInfo.collider.gameObject.Send$$anonymous$$essage("Hurt", Send$$anonymous$$essageOptions.RequireReceiver);
             print(hitInfo.collider.gameObject.name);
             Debug.DrawLine(transform.position, hitInfo.point, Color.red);
         }
         else
         {
             Debug.DrawLine(transform.position, transform.position + -transform.right * 500, Color.green);
             $$anonymous$$iss();
 
     
         }
     }

avatar image Guhanesh Jinnie26 · Jan 09, 2018 at 06:41 AM 0
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I think you should not be calling RayCastShow() in the Update function. Is it a 2D shooting game, if so you can call RayCastShow() when the user presses the fire button.

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Answer by Jinnie26 · Jan 09, 2018 at 01:58 PM

Found a fix!! Instead of using the frozen timer, since I was disabling the buttons I used those as the condition and use the Coroutine to make the buttons interactable again

 if (btnL.interactable == false)
         {
             StartCoroutine(btnInteractable());
         }

 IEnumerator btnInteractable()
     {
         yield return new WaitForSecondsRealtime(1f);
         btnL.interactable = true;
         btnR.interactable = true;
         Debug.Log("Working Dapat");
         
     }


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