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Time function in OnTriggerStay
Hey, i'm trying to implement time in my OnTriggerStay function but it's not working
public class TurretRealScript : MonoBehaviour {
public GameObject arrowPrefab; private GameObject Target; public float delayTime= 2.0f; public float lastFireTime=0.0f;
void Start () {
}
// Update is called once per frame void Update () {
} void OnTriggerStay(Collider other) { if (other.gameObject.tag == "Enemy") { Target = other.gameObject; if (Time.deltaTime>lastFireTime + delayTime) { Instantiate(arrowPrefab, transform.position,transform.rotation); lastFireTime=Time.deltaTime;
} } }
}
please help!
Answer by Jessy · Mar 16, 2011 at 12:53 PM
if (Time.deltaTime>lastFireTime + delayTime)
is never going to return true with 2.0f as delayTime. Unless your game is running under half a frame per second. You're looking for Time.time.