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Question by axelboutry · Nov 20, 2013 at 08:29 PM · guimultiplayercharactercharactercontrolleroffline

multiplayer offline Character selection. Help?

The problem I am having is that The Axis is going crazy whenever I press down on the directional in which I am trying to fix it. I want it to be able to stop as soon as you press it once. If you guys need more information ask me and I will answer it asap

Another thing that I thought maybe you guys/girls could help me with is making this menu available to use with four players, one player would pick their character and as soon as a presses a button, the second player can know pick and so on and so on

Thank you here is the code

using UnityEngine; using System.Collections;

 public class CharacterSelection : MonoBehaviour 
 {
     
     public GUISkin guiSkin;
     public float cooldown;
 
     enum CurrentFocus {button1=1, button2=2, button3=3, button4=4}
     public int currentFocus;
 
     void Awake () 
     {
         Screen.lockCursor = true;
     }
     
     void Start()
     {
     
         currentFocus = (int)CurrentFocus.button1;
         
     }
     
     void Update () 
     {
         if(Input.GetKeyDown(KeyCode.JoystickButton0)) 
         {
             Application.LoadLevel(2);
         }
     
         
         switch (currentFocus) 
         {
             case 1:
                 if (Input.GetAxis("Player1Controlx") != 0f) {
                     currentFocus = 2;
                 } else if(Input.GetAxis("Player1Controly") != 0f) {
                     currentFocus = 3;
                 }
                 break;
             case 2:
                 if (Input.GetAxis("Player1Controlx") != 0f) {
                     currentFocus = 1;
                 } else if(Input.GetAxis("Player1Controly") != 0f) {
                     currentFocus = 4;
                 }
                 break;
             case 3:
                 if (Input.GetAxis("Player1Controlx") != 0f) {
                     currentFocus = 4;
                 } else if(Input.GetAxis("Player1Controly") != 0f) {
                     currentFocus = 1;
                 }
                 break;
             case 4:
                 if (Input.GetAxis("Player1Controlx") != 0f) {
                     currentFocus = 3;
                 } else if(Input.GetAxis("Player1Controly") != 0f) {
                     currentFocus = 2;
                 }
                 break;
         }
     }
 }
     
     
     void OnGUI () {
     
         GUI.skin = guiSkin;
         GUI.SetNextControlName("1");
         GUI.Button(new Rect(300,255,85,100), "", "button1");
         GUI.SetNextControlName("2");
         GUI.Button(new Rect(525,255,85,100), "", "button2");
         GUI.SetNextControlName("3");
         GUI.Button(new Rect(300,450,85,100), "", "button3");
         GUI.SetNextControlName("4");
         GUI.Button(new Rect(525,450,85,100), "", "button4");
         
         
         
         switch (currentFocus) {
             case 1:
                 GUI.FocusControl("1");
                 break;
         
             case 2:
                 GUI.FocusControl("2");
                 break;
                 
             case 3:
                 GUI.FocusControl("3");
                 break;
             
             case 4:
                 GUI.FocusControl("4");
                 break;
         }
     }
 
 }



 
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