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Question by Rehtael · Jan 26, 2018 at 05:11 AM · c#disableenable

Can't determine how to disable certain objects.

GOAL: To press Y on my XBOX controller so I can toggle the enabled weapon. CONDITIONS: The weapons are meant to be interchangeable, so they operate independently of the main ship. CURRENT STATUS: The weapons both work exactly how I want them to when enabled/ disabled, but I'm unable to get a working toggle. Just in case it would help, I gave them tags "MainWeapon" and "HeavyWeapon". PREVIOUS ATTEMPTS: I've tried using GetComponent, GetComponentInChildren, FindWithTag, simply creating a public GameObject, and FindGameObjectWithTag.

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.UI;
 
 public class PlayerShipScript : MonoBehaviour
 {
 
     //Ship
     public float yawSwitch;
 
     public float pitchTorque;
     public float rollTorque;
     public float yawTorque;
 
     public float pitchAxisVal;
     public float rollAndYawAxisVal;
 
     private float currentPitch;
     private float currentYaw;
     public float currentRoll;
 
     public Rigidbody ship;
 
     //Movement
     public float forwardSpeed;
     public float reverseSpeed;
 
     public float thrustSpeed;
     public float thrustRate;
     public int thrustMax;
     public int thrustMin;
     
     public float actualSpeed;
 
     //Camera
     private float pitchCamVal;
     private float yawCamVal;
     private float pitchCamPost;
     public Transform holder;
     public Camera cockpit;
     private float cockpitCameraAxis;
     private float currentCamPitch;
     private float currentCamYaw;
 
     private Transform holderRot;
 
     private GameObject mainWeapon;
 
     //UI
     public Text speedReadout;
 
     private void Start()
     {
 
         mainWeapon = GameObject.FindWithTag("MainWeapon");
 
 
         //movement
         thrustSpeed = 0;
         thrustMin = 0;
         
     }
 
 
 
     private void Update()
     {
 
 
         if (Input.GetKeyDown(KeyCode.Joystick1Button3))
         {
             
         }
         
         yawSwitch = Input.GetAxisRaw("LeftTrigger");
 
         pitchCamVal = Input.GetAxis("LeftV");
         yawCamVal = Input.GetAxis("LeftH");
 
         pitchAxisVal = Input.GetAxis("RightV");
         rollAndYawAxisVal = Input.GetAxis("RightH");
 
         pitchCamPost = Mathf.Clamp(pitchCamVal, -1f, 0.2f);
 
         currentPitch = ship.rotation.x;
         currentYaw = ship.rotation.y;
         currentRoll = ship.rotation.z;
 
         //Camera
         holder.localRotation = Quaternion.Euler(currentPitch + (pitchCamPost * 90), currentYaw + (yawCamVal * 90), currentRoll);
 
 
         //Movement
         if (yawSwitch == 1f)
         {
             ship.AddTorque(transform.right * -pitchAxisVal * pitchTorque);
             ship.AddTorque(transform.up * rollAndYawAxisVal * yawTorque);
         } else
         {
             ship.AddTorque(transform.right * -pitchAxisVal * pitchTorque);
             ship.AddTorque(transform.forward * -rollAndYawAxisVal * rollTorque);
         }
 
         actualSpeed = Mathf.RoundToInt(thrustSpeed);
 
         if (Input.GetKey(KeyCode.Joystick1Button5) && (thrustSpeed < thrustMax))
         {
 
             thrustSpeed += thrustRate * Time.deltaTime;            
             
         }
 
         if (Input.GetKey(KeyCode.Joystick1Button4) && (thrustSpeed > thrustMin))
         { 
 
             thrustSpeed -= thrustRate * Time.deltaTime;
             
         }
 
         //UI
 
         speedReadout.text = "SPEED: " + actualSpeed;
 
     }
 
     
     private void FixedUpdate()
     {
         //Movement
         ship.transform.Translate(Vector3.forward * actualSpeed / 50f);
 
     }
 
 }

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.UI;
 
 public class LightPulseCannonScript : MonoBehaviour
 {
 
     //Shooting
     public float fireMain;
     public GameObject shotPulse;
     public Transform barrelLeft;
     public Transform barrelRight;
     public float fireRate;
     public float nextFireLeft;
     public float nextFireRight;
     private bool alternate;
     private Quaternion spread;
     public float spreadVal;
 
     public int rightAmmo;
     public int leftAmmo;
     public float ammoDelay;
     public float ammoRechargeLeft;
     public float ammoRechargeRight;
     public float lastFireTimeLeft;
     public float lastFireTimeRight;
     public float ammoRechargeRate;
 
     //UI
     public Slider sliderUpper;
     public Slider sliderLower;
     public Image upperToggle;
     public Image lowerToggle;
 
 
     private void Awake()
     {
 
         //UI
         upperToggle.enabled = false;
         lowerToggle.enabled = true;
         sliderUpper.value = leftAmmo;
         sliderLower.value = rightAmmo;
 
     }
 
 
     private void Start()
     {
 
         //STARTUP CONTROL
         enabled = true;
 
         //SHOOTING
         alternate = false;
         fireRate = 0.09f; //Preferred value
         spreadVal = 0.675f; //Preferred value
         leftAmmo = 20; //Preferred value
         rightAmmo = 20; //Preferred value
         ammoDelay = 1.9f; //Preferred value
         ammoRechargeRate = 0.2f; //Preferred value
 
     }
 
 
 
     private void Update()
     {
 
         //SHOOTING
         fireMain = Input.GetAxisRaw("RightTrigger");
         
         if (fireMain == 1f && Time.time > nextFireRight && alternate == true && leftAmmo > 0)
         {
             nextFireLeft = Time.time + fireRate;
             spread = Quaternion.Euler(Random.Range(-spreadVal, spreadVal), Random.Range(-spreadVal, spreadVal), 0f);
             Instantiate(shotPulse, barrelLeft.position, barrelLeft.rotation * spread);
             alternate = false;
             leftAmmo = leftAmmo - 1;
             lastFireTimeLeft = Time.time + ammoDelay;
 
             //UI
             upperToggle.enabled = false;
             lowerToggle.enabled = true;
         }
 
         if (fireMain == 1f && Time.time > nextFireLeft && alternate == false && rightAmmo > 0)
         {
             nextFireRight = Time.time + fireRate;
             spread = Quaternion.Euler(Random.Range(-spreadVal, spreadVal), Random.Range(-spreadVal, spreadVal), 0f);
             Instantiate(shotPulse, barrelRight.position, barrelRight.rotation * spread);
             alternate = true;
             rightAmmo = rightAmmo - 1;
             lastFireTimeRight = Time.time + ammoDelay;
 
             //UI
             upperToggle.enabled = true;
             lowerToggle.enabled = false;
         }
 
 
         if (Time.time > lastFireTimeLeft && Time.time > ammoRechargeLeft && leftAmmo < 20)
         {
             ammoRechargeLeft = ammoRechargeRate + Time.time;
             leftAmmo = leftAmmo + 1;
         }
 
         if (Time.time > lastFireTimeRight && Time.time > ammoRechargeRight && rightAmmo < 20)
         {
             ammoRechargeRight = ammoRechargeRate + Time.time;
             rightAmmo = rightAmmo + 1;
         }
 
         //UI
         sliderUpper.value = leftAmmo;
         sliderLower.value = rightAmmo;
 
     }
 
 }
 

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.UI;
 
 public class LightSeekerLauncherScript : MonoBehaviour
 {
 
     //SHOOTING
     public float fireMain;
     public GameObject lightSeeker;
     public Transform launcherLeft;
     public Transform launcherRight;
     public float fireRate;
     public float nextFireLeft;
     public float nextFireRight;
     private bool alternate;
     public int rightAmmo;
     public int leftAmmo;
     public float lastFireTimeLeft;
     public float lastFireTimeRight;
 
     //UI
     public Image leftToggle;
     public Image rightToggle;
     public Text seekerAmmo;
 
 
     private void Awake()
     {
         //UI
         rightToggle.enabled = false;
         leftToggle.enabled = true;
         leftAmmo = 6;
         rightAmmo = 6;
         seekerAmmo.text = "" + (leftAmmo + rightAmmo);
     }
 
 
     private void Start()
     {
 
         //STARTUP CONTROL
         enabled = false;
 
         //SHOOTING
         alternate = false;
 
     }
 
 
 
     private void Update()
     {
 
         fireMain = Input.GetAxisRaw("RightTrigger");
 
 
 
         //SHOOTING
         if (fireMain == 1f && Time.time > nextFireRight && alternate == true && leftAmmo > 0)
         {
             nextFireLeft = Time.time + fireRate;
             Instantiate(lightSeeker, launcherLeft.position, launcherLeft.rotation);
             alternate = false;
             leftAmmo = leftAmmo - 1;
             
             //UI
             rightToggle.enabled = false;
             leftToggle.enabled = true;
             
         }
 
         if (fireMain == 1f && Time.time > nextFireLeft && alternate == false && rightAmmo > 0)
         {
             nextFireRight = Time.time + fireRate;
             Instantiate(lightSeeker, launcherRight.position, launcherRight.rotation);
             alternate = true;
             rightAmmo = rightAmmo - 1;
             
             //UI
             rightToggle.enabled = true;
             leftToggle.enabled = false;
             
         }
 
         //UI
         seekerAmmo.text = "" + (leftAmmo + rightAmmo);
 
     }
 
 }
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