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Question by marijnroukens · Jan 21, 2015 at 09:00 AM · forceshootcatapult

Shoot player away after loading force.

Dear unity community,

I am trying to shoot away my player after loading an amount of force by holding down a button, I am a student just starting with C#.

So basically, if I hold down the space bar, it will load force, when I release space bar the player should shoot away with the force given. Compare it with a catapult shooting a rock away.

I tried the following, but with this I can only fly with the player by holding down the space bar.I know the script doesn't do anything after releasing space, but what I tried didn't work so I left it out.

 using UnityEngine;
 using System.Collections;
 
 public class playerShoot: MonoBehaviour {
 
 
     public float maxCharge = 50.0f;
     public float JForce = 10.0f;
     public float increaseForce = 10.0f;
     public float chargeSpeed = 10.0f;
     public float resetSpeed = 10.0f;
     public float sidewaySpeed = 10.0f;
     
 
 
     // Use this for initialization
     void Start () {
     
     }
     
     // Update is called once per frame
     void Update () {
 
         increasePower ();
         if (Input.GetKey (KeyCode.Space)) {
             rigidbody2D.AddForce (new Vector2 (sidewaySpeed, JForce));
                 }
 
 }
 
     void increasePower () {
         if (Input.GetButton("Increase")) {
             JForce += Time.deltaTime * chargeSpeed;
             Debug.Log (JForce);
 
             JForce = Mathf.Clamp(JForce, 0, maxCharge);
 
                 }
         if (Input.GetButtonUp("Jump")) {
             JForce = resetSpeed;
             Debug.Log (JForce + "Force reseted");
         
 
         }
 
         
 }
 
 }
                 
 

Thank you in advance for helping me!

Kind regards,

Marijn

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avatar image andrew-lukasik · Jan 21, 2015 at 10:06 AM 0
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Hi there, In your Update() "increasePower();" should be below " if (Input.Get$$anonymous$$ey ($$anonymous$$eyCode.Space)) {rigidbody2D.AddForce (new Vector2 (sidewaySpeed, JForce));}" because this way you reset your JForce ("JForce = resetSpeed;") before force can be even applied. (try much highier force numbers if that doesn't work)

avatar image marijnroukens · Jan 21, 2015 at 12:37 PM 1
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Thank you! Can't find where to give you a tumbs up or choose this as the right answer, but I thank you!

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Answer by marijnroukens · Jan 22, 2015 at 02:20 PM

"Hi there, In your Update() "increasePower();" should be below " if (Input.GetKey (KeyCode.Space)) {rigidbody2D.AddForce (new Vector2 (sidewaySpeed, JForce));}" because this way you reset your JForce ("JForce = resetSpeed;") before force can be even applied. (try much highier force numbers if that doesn't work)"

Thanks to andrew lukasik (http://answers.unity3d.com/users/89004/andrew-lukasik.html) !

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