Why can't I move player's game piece on 2nd turn?
Here's my turn-manager script:
var playerObject:Transform;
public var states:boolean = true;
function Update() {
if(states == true) {
//print(playerObject.GetComponent(PLAYER_ONE).turnsmoving);
playerObject.GetComponent(PLAYER_ONE).enabled = true;
playerObject.GetComponent(PLAYER_TWO).enabled = false;
if(playerObject.GetComponent(PLAYER_ONE).turnsmoving == 1) {
states = false;
playerObject.GetComponent(PLAYER_ONE).turnsmoving = 0;
}
}
if(states == false) {
playerObject.GetComponent(PLAYER_ONE).enabled = false;
playerObject.GetComponent(PLAYER_TWO).enabled = true;
if(playerObject.GetComponent(PLAYER_TWO).turnsmoving == 1) {
states = true;
playerObject.GetComponent(PLAYER_TWO).turnsmoving = 0;
}
}
}
Here's my game-manager script:
var selGridInt : int = 0; var aObject; var bObject; var CHECK_radio_BUTTON_selected : int;
var i : int; var x : int;
var selStrings : String[] = ["PC1", "PC2", "PC3", "PC4"]; var dist;
var HELLO : GameObject[]; var gos : GameObject[];
var distance;
var PC_position;
var distance_CHECK : int = 0;
var CHECK_for_2_OBJECTS_selected : boolean = false; var C : boolean = false;
var myTimer : float = 10.0; var speed : float = 0.5;
var MOVE : boolean = false;
public var turnsmoving : int = 0;
function OnGUI() {
var CHANGING_1st = GameObject.Find("PC1");
var CHANGING_2nd = GameObject.Find("PC2");
var CHANGING_3rd = GameObject.Find("PC3");
var CHANGING_4th = GameObject.Find("PC4");
var CHANGING_object_COLOUR;
GUI.Box(Rect(0,0,Screen.width/2,Screen.height/2),"Player 1");
GUILayout.BeginVertical("Box");
selGridInt = GUILayout.SelectionGrid(selGridInt, selStrings, 5, EditorStyles.radioButton);
//Debug.Log(selGridInt);
if (GUILayout.Button("Start")){
//Debug.Log("You chose " + selStrings[selGridInt]);
switch(selGridInt) {
case 0:
CHECK_radio_BUTTON_selected = selGridInt;
CHECK_for_2_OBJECTS_selected = true;
//CHANGING_1st.GetComponent.<Renderer>().material.color = Color.yellow;
//distance_CHECK++;
break;
case 1:
CHECK_radio_BUTTON_selected = selGridInt;
CHECK_for_2_OBJECTS_selected = true;
//CHANGING_2nd.GetComponent.<Renderer>().material.color = Color.yellow;
//distance_CHECK++;
break;
case 2:
CHECK_radio_BUTTON_selected = selGridInt;
CHECK_for_2_OBJECTS_selected = true;
//CHANGING_3rd.GetComponent.<Renderer>().material.color = Color.yellow;
//distance_CHECK++;
break;
case 3:
CHECK_radio_BUTTON_selected = selGridInt;
CHECK_for_2_OBJECTS_selected = true;
//CHANGING_4th.GetComponent.<Renderer>().material.color = Color.yellow;
//distance_CHECK++;
break;
default:
Debug.Log("No GameObject Selected Yet!!!");
break;
}
}
GUILayout.EndVertical();
}
function Update() { var ray = Camera.main.ScreenPointToRay (Input.mousePosition); var hit : RaycastHit; //dist = bObject.transform.position - aObject.transform.position;
var CHANGING_1st = GameObject.Find("PC1");
var CHANGING_2nd = GameObject.Find("PC2");
var CHANGING_3rd = GameObject.Find("PC3");
var CHANGING_4th = GameObject.Find("PC4");
gos = GameObject.FindGameObjectsWithTag("Enemy");
HELLO = GameObject.FindGameObjectsWithTag("PC");
if(Physics.Raycast(ray, hit) && Input.GetMouseButtonUp(0)) {
distance_CHECK++;
print("Checking if the mouse button has been released twice: " + distance_CHECK);
//Debug.Log(distance_CHECK);
}
for(x = 0; x < HELLO.Length; x++) {
if(Physics.Raycast(ray, hit) && Input.GetMouseButtonDown(0)) {
for(i = 0; i < gos.Length; i++) {
//dist = (CHANGING_object_COLOUR.transform.position - gos[i].transform.position).magnitude;
if(hit.collider.gameObject == gos[i].gameObject) {
//Debug.Log(gos[i]);
C = true;
distance = Vector3.Distance(gos[i].transform.position, HELLO[x].transform.position);
if(distance ==5 && C == true && CHECK_for_2_OBJECTS_selected == true && distance_CHECK == 2) {//&& distance_CHECK == 8) {
//Debug.Log(distance);
//gos[i].GetComponent.<Renderer>().material.color = Color.black;
print("Node Selected: " + gos[i].name + " Character Selected: " + HELLO[x].name);
HELLO[x].transform.LookAt(gos[i].transform.position);
MOVE = true;
}
}
}
}
if(MOVE == true && myTimer > 0 && CHECK_radio_BUTTON_selected == 0) {
//Debug.Log(CHECK_radio_BUTTON_selected);
CHANGING_1st.GetComponent.<Renderer>().material.color = Color.black;
CHANGING_1st.transform.Translate(Vector3.forward * speed * Time.deltaTime);
myTimer -= Time.deltaTime;
}
if(MOVE == true && myTimer > 0 && CHECK_radio_BUTTON_selected == 1) {
//Debug.Log(CHECK_radio_BUTTON_selected);
CHANGING_2nd.GetComponent.<Renderer>().material.color = Color.blue;
CHANGING_2nd.transform.Translate(Vector3.forward * speed * Time.deltaTime);
myTimer -= Time.deltaTime;
}
if(MOVE == true && myTimer > 0 && CHECK_radio_BUTTON_selected == 2) {
//Debug.Log(CHECK_radio_BUTTON_selected);
CHANGING_3rd.GetComponent.<Renderer>().material.color = Color.red;
CHANGING_3rd.transform.Translate(Vector3.forward * speed * Time.deltaTime);
myTimer -= Time.deltaTime;
}
if(MOVE == true && myTimer > 0 && CHECK_radio_BUTTON_selected == 3) {
//Debug.Log(CHECK_radio_BUTTON_selected);
CHANGING_4th.GetComponent.<Renderer>().material.color = Color.yellow;
CHANGING_4th.transform.Translate(Vector3.forward * speed * Time.deltaTime);
myTimer -= Time.deltaTime;
}
}
if(myTimer <= 0.1){
//Debug.Log('Resetting Variables.');
MOVE = false;
CHECK_for_2_OBJECTS_selected = false;
C = false;
distance_CHECK = 0;
myTimer= 10.0;
turnsmoving++;
}
}