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Question by shay4545 · Feb 22, 2018 at 10:18 PM · c#errorjumprepeating

Can't find error in code

I have a piece of code that seems to not be working properly and I can't seem to figure out why... Basically, I have a nuke button that "kills" all enemies currently spawned, and this is activated by pressing a UI button. The nuke function itself works fine, however after using the nuke button once in a game, another nuke is used every time the space bar is pressed on the keyboard...

Here is the code for the nuke button:

 public void NukePowerup(){
         if (nukeCount > 0 && !gameover) {
             nukeCount--;
             PlayerPrefs.SetInt ("nukeCount", nukeCount);
             enemies.AddRange (GameObject.FindGameObjectsWithTag ("Enemy1"));
             int one = enemies.Count;
             enemies.AddRange (GameObject.FindGameObjectsWithTag ("Enemy2"));
             int two = enemies.Count - one;
             enemies.AddRange (GameObject.FindGameObjectsWithTag ("Enemy3"));
             int three = enemies.Count - two - one;
             enemies.AddRange (GameObject.FindGameObjectsWithTag ("Enemy4"));
             int four = enemies.Count - three - two - one;
             scoreMultiplier += enemies.Count;
             int gains;
             if (nukeLvl == 1) {
                 gains = ((one * 100 * scoreMultiplier) + (two * 130 * scoreMultiplier) + (three * 170 * scoreMultiplier) + (four * 300 * scoreMultiplier));
                 if (charNumber == 3) {
                     gains = (int)(gains * 1.2f);
                 }
             } else if (nukeLvl == 2) {
                 gains = ((one * 150 * scoreMultiplier) + (two * 195 * scoreMultiplier) + (three * 255 * scoreMultiplier) + (four * 450 * scoreMultiplier));
                 if (charNumber == 3) {
                     gains = (int)(gains * 1.2f);
                 }
             } else if (nukeLvl == 3) {
                 gains = ((one * 200 * scoreMultiplier) + (two * 260 * scoreMultiplier) + (three * 340 * scoreMultiplier) + (four * 600 * scoreMultiplier));
                 if (charNumber == 3) {
                     gains = (int)(gains * 1.2f);
                 }
             } else {
                 gains = ((one * 100 * scoreMultiplier) + (two * 130 * scoreMultiplier) + (three * 170 * scoreMultiplier) + (four * 300 * scoreMultiplier));
                 if (charNumber == 3) {
                     gains = (int)(gains * 1.2f);
                 }
             }
             score += gains;
             if (scoreMultiplier <= 1) {
                 Scorepopup.text = "+ " + gains.ToString ();
             } else {
                 Scorepopup.text = scoreMultiplier.ToString () + " Chain \n" + "+ " + gains.ToString();
             }
             Text scorepop = Instantiate (Scorepopup) as Text;
             scorepop.transform.SetParent (GameObject.Find ("Canvas").transform);
             scorepop.transform.localPosition = transform.position;
             foreach (GameObject enemy in enemies) {
                 if (enemy != null) {
                     enemy.GetComponent<Rigidbody> ().useGravity = true;
                     enemy.tag = "dead";
                 }
             }
             scoreMultiplier = 0;
             usedNuke = true;
             checkChallenges ();
             powerupsUsed++;
             PlayerPrefs.SetInt ("powerupsUsed", powerupsUsed);
         }
     }

The only code I have relating to the pressing of the space button in the script is as follows:

 void FixedUpdate(){
 isGrounded = Physics.Raycast (transform.position, Vector3.down, 0.565f, groundLayer);
 if (Input.GetAxis ("Jump") != 0f && isGrounded) {
                 if (!killBox.GetComponent<AudioSource> ().isPlaying) {
                     killBox.GetComponent<AudioSource> ().Play ();
                 }
                 GetComponent<Rigidbody> ().AddForce (new Vector3 (0, Input.GetAxis ("Jump") * jumpPower, 0), ForceMode.Impulse);
             }
 }

Any help would be greatly appreciated, as I have absolutely no clue what is causing this...

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Answer by Positive7 · Feb 22, 2018 at 10:27 PM

UI.Button -> Navigation -> Set to None

https://docs.unity3d.com/Manual/script-SelectableNavigation.html

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avatar image shay4545 · Feb 22, 2018 at 10:48 PM 0
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Set it to none, still the same problem

avatar image Positive7 shay4545 · Feb 22, 2018 at 11:37 PM 0
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That is interesting. It shouldn't respond to any key press.

avatar image shay4545 Positive7 · Feb 23, 2018 at 12:13 AM 0
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Yeah, it is. I have no clue what could be causing it

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