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Question by tahamtan · Mar 22, 2011 at 04:02 PM · timescale

timeScale doesn't work

Hi, this is my code that use it on the buildings

using UnityEngine; using System.Collections;

 public class oblisk : MonoBehaviour {

public GameObject building_Obj; public Camera cam; public Camera camMain; public ParticleEmitter exp; // Use this for initialization void Start () { cam.enabled=false; exp.enabled=false; }

// Update is called once per frame void Update () { if(building_Obj.animation.IsPlaying("f2")) { Time.timeScale = 0.1F; exp.enabled=true; camMain.enabled=false; cam.enabled=true;

         }
         else
         {
             Time.timeScale = 1.0F;
             Time.fixedDeltaTime = 0.02F * Time.timeScale;   
             cam.enabled=false;
             camMain.enabled=true;
             exp.enabled=false;
         }


}

void OnTriggerStay(Collider other) {

 if(other.tag=="Player")
 {

     if((agatScore.agatScoreNumber==1)&&(Input.GetKeyDown(KeyCode.E)))
     {

         building_Obj.animation.wrapMode=WrapMode.Once;
         building_Obj.animation.PlayQueued("f2",QueueMode.PlayNow);
         agatScore.agatScoreNumber=0;

     }
 }

}

}

now, after OnTriggerStay all thing is correct means camera changed, building destroy animation played, timeScale changed and ...

but every thing is ok just for once not more, means every thing is ok except timeScale, its not change for second time building destroy animation thanks so much

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