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Question by rodrigodebem7 · Nov 16, 2019 at 08:59 PM · c#visual studiorpg

Methods are executed at the same time

Hi guys I'm struggling with the following issue in my game: I have a grid represented by a map and I've attached to it a script called "Movement". The function "MoveToTile" works well:

 public void MoveToTile()// Function to move the players
     {
         if (Input.GetMouseButtonDown(0))
         {
             //raycast checks and returns an object, if it's a tile, the unit moves
             Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
             RaycastHit hit;
             ismoving = true;
 
             if (Physics.Raycast(ray, out hit))
             {
                 if (hit.transform.tag == "Tile")
                 {
                     //checks if the tile is available based on the max movement of the unit
                     Tile tileAux = hit.transform.gameObject.GetComponent<Tile>();
                     Jogador scriptJog = player.GetComponent<Jogador>();
                     if ((tileAux.TilePostion.x - scriptJog.GridPosition.x) + (tileAux.TilePostion.y - scriptJog.GridPosition.y) >= -movMax && (tileAux.TilePostion.x - scriptJog.GridPosition.x) + (tileAux.TilePostion.y - scriptJog.GridPosition.y) <= movMax)
                     {
                         if ((tileAux.TilePostion.x - scriptJog.GridPosition.x) - (tileAux.TilePostion.y - scriptJog.GridPosition.y) >= -movMax && (tileAux.TilePostion.x - scriptJog.GridPosition.x) - (tileAux.TilePostion.y - scriptJog.GridPosition.y) <= movMax)
                         {
                             targetPosition = (hit.transform.position);
                             targetPosition.y = posY;
                             moveEnabled = true;
                         }
 
                     }
                 }
             }
 
         }
 
         //player moves until reaches the position
         if (player.transform.position != targetPosition)
         {
             player.transform.position = Vector3.MoveTowards(player.transform.position, targetPosition, velocity);
             if (player.transform.position == targetPosition)
                 ismoving = false;
         }
 
         //if player reaches position, it's deselected
         if (moveEnabled && !ismoving)
         {
             player.GetComponent<Jogador>().isPlayer = false;
             moveEnabled = false;
             if (gameManager.playerTurn == 1)
             {
                 gameManager.PontoAcaop1--;
 
             }
             if (gameManager.playerTurn == 2)
             {
                 gameManager.PontoAcaop2--;
 
             }
 
             if (gameManager.playerTurn == 3)
             {
                 gameManager.PontoAcaop1--;
             }
         }
 
         if (gameManager.PontoAcaop1 == 0)
         {
             gameManager.playerTurn = 2;
             TurnEnd();
             gameManager.PontoAcaop1 = 4;
         }
 
         if (gameManager.PontoAcaop2 == 0)
         {
             gameManager.playerTurn = 1;
             TurnEnd();
             gameManager.PontoAcaop2 = 4;
         }
 
     }

But in this script there're other two functions called "TeslaShooting" and "CrossAttack". I call them inside the Update method. However, the problem is that they are executed at the same time, for instance, when the player shoots with the character Tesla, I just want "TeslaShooting" to be executed, but it doesn't work.

"TeslaShooting" is this method here:

 if (Input.GetMouseButtonDown(1)&& SpawBala.tag == "Bala1" && gameManager.playerTurn == 1)
         {
             //raycast checks and returns an object, if it's a tile, the unit shoots
             Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
             RaycastHit hit;
 
             if (Physics.Raycast(ray, out hit))
             {
                 //checks if the tile is available based on the line and column of the unit
                 Tile tileAux = hit.transform.gameObject.GetComponent<Tile>();
                 Jogador scriptJog = player.GetComponent<Jogador>();
 
                 if (tileAux.TilePostion.x == scriptJog.GridPosition.x || tileAux.TilePostion.y == scriptJog.GridPosition.y)
                 {
                     if (tileAux.TilePostion.x > scriptJog.GridPosition.x)
                         tileAux.TilePostion.x = 5;
                     else
                         tileAux.TilePostion.x = 0;
 
                     if (tileAux.TilePostion.y > scriptJog.GridPosition.y)
                         tileAux.TilePostion.y = 5;
                     else
                         tileAux.TilePostion.y = 0;
 
                     //instantiates the bullet
                     GameObject tiro = Instantiate(projetil, SpawBala.transform.position, SpawBala.transform.rotation);
                     Rigidbody BalaRigid = tiro.GetComponent<Rigidbody>();
 
                     BalaRigid.velocity = SpawBala.transform.forward * ProjetilVeloc * Time.deltaTime;
                     gameManager.PontoAcaop1--;
 
                 }
             }
         }

And "CrossAttack" is this one:

if (Input.GetMouseButtonDown(1)&&SpawCruz.tag=="SpawnCruz"&&gameManager.playerTurn==1) { Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); RaycastHit hit;

         if (Physics.Raycast(ray, out hit))
         {
             if (hit.transform.tag == "Tile")
             {
                 SpawCruz.transform.position = hit.transform.position;
                 Instantiate(Cruz, SpawCruz.transform.position, Quaternion.identity);
                 gameManager.PontoAcaop1--;
             }
         }
     }

I set the playerTurn is this script:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class Jogador : MonoBehaviour
 {
     [SerializeField] private Mapa mapa;
 
     public Vector2Int GridPosition;
 
     public bool isPlayer = false;
 
     public float Health = 50f;
 
     public GameObject Spawnador1;
 
     public int isWhichPlayer;
 
     public TurnManager gameManager;
 
 
     private void Awake()
     {
         if (!mapa) mapa = FindObjectOfType<Mapa>();
     }
     // Start is called before the first frame update
     void Start()
     {
         foreach (var tile in mapa.GridMatriz)
         {
             //tile.jogador = this;
         }
 
     }
 
     private void Update()
     {
         if (Input.GetMouseButtonDown(0))
         {
             Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
             RaycastHit hit;
             if (Physics.Raycast(ray, out hit) && hit.transform == this.transform && (isWhichPlayer == gameManager.playerTurn))
             {
                 
                 mapa.GetComponent<Movimentação>().TurnEnd();
                 isPlayer = true;
                 mapa.GetComponent<Movimentação>().TurnStart();
                 Debug.Log("clicou");
                
             }
 
         }
 
         CheckHealth();
 
     }
 
 
     public void CheckHealth()//If the player's health is 0 he goes to the base
     {
 
         if (Health <= 0 && this.tag == "Player")
         {
            
             this.transform.position = new Vector3(Spawnador1.transform.position.x, Spawnador1.transform.position.y, Spawnador1.transform.position.z);
             Health = 50;
         }
 
 
         if (Health <= 0 && this.tag == "Player2")
         {
             
             this.transform.position = new Vector3(Spawnador1.transform.position.x, Spawnador1.transform.position.y, Spawnador1.transform.position.z);
             Health = 50;
             
         }
 
     }
 }

How could I solve it guys?

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