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Question by Alphacreations · Jun 13, 2020 at 03:31 AM · c#uiunity 2dsetactivetime.deltatime

gameobject not setting active after timer ends

So I have a healthbar but I also have some ingame instructions. I have set it up so that after the timer ends (when the ingame instructions stop), the healthbar should appear but it is not working. Here is a snippet of my code.

private float Waittime = 49f;

 private void Active()
 {
     
    
     if (Waittime == 0)
     {
         gameObject.SetActive(true);
         Debug.Log("jlkj");
     }
     else
     {   
         Waittime -= Time.deltaTime;
         gameObject.SetActive(false);

     }
 }

` The problem is that the timer isn't ending. I know this because the healthbar is not apearing when the timer is on (which is what I have used in my code). could somebody help me?

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Answer by tuinal · Jun 13, 2020 at 03:43 AM

Your problem is due to the fact the scripts attached to a gameobject stop running when the gameobject isn't active.

The simple fix here would be to create a container gameObject, that instead has the script attached, with the gameObject you want to disable assigned to it.

You can alternatively disable components rather than the gameObject itself, e.g. GetComponent().enabled=false. This means scripts keep running, but the individual element turns off, e.g the image is no longer rendered.

A fuller solution would be to use an Animator and cue transitions (i.e. set mechanim state transitions for a UI animation), since for general UI stuff having things immediately 'switch off', rather than smoothly transition, isn't usually a good UX.

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avatar image Alphacreations · Jun 13, 2020 at 05:09 AM 0
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Now the health bar doesn't even switch off. I used your first solution and this is my script for the gameobject that contains the healthbar: using System.Collections; using System.Collections.Generic; using UnityEngine;

public class Enable : $$anonymous$$onoBehaviour { // Start is called before the first frame update private float Waittime = 49f; public GameObject Game;

 private void Active()
 {


     if (Waittime == 0)
     {
         Game.SetActive(true);
         Debug.Log("jlkj");
     }
     else
     {
         Waittime -= Time.deltaTime;
         Game.SetActive(false);
         

     }
 }

}

avatar image tuinal · Jun 13, 2020 at 08:15 AM 0
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There are some possible problems that would cause 'nothing happening' behaviour

  • $$anonymous$$ake sure you've assigned Game in the inspector

  • Active() in itself is meaningless, and needs to be called somewhere, e.g. you need in Update() to call Active().

  • If waittime is 49f you need to wait 49 seconds (a long time for testing!) for the ==0 condition to be true

  • Furthermore it's bad practice to expect a float to be equal. Every frame 0.0215351 etc. is getting deducted from 49. It's unlikely it will ever == 0 exactly; use < 0 ins$$anonymous$$d.

avatar image Alphacreations tuinal · Jun 13, 2020 at 08:57 AM 0
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nvm that, I tried your first solution (use animator) and it worked but now my health bar doesn't go down when I take damage. Here is my health bar script:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.UI;

 public class Healthbar : $$anonymous$$onoBehaviour
 {
     public Slider slider;
     private float Waittime = 49f;
     public Animator anim;

 
 public void Set$$anonymous$$axHealth(int health)
 {
     slider.maxValue = health;
     slider.value = health;
 }
 public void SetHealth(int health)
 {
     slider.value = health;
 }

}

In the animator, I made the animation 49 seconds long and the health bar appears at the end of the instructions. Now, it doesn't reduce when I take damage.

here is a picture of the animator if it helps: alt text

avatar image Alphacreations tuinal · Jun 14, 2020 at 02:43 AM 0
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Ok I fixed it by disabling the animator after the animation ends but since I got the idea from you, ill mark you as the correct answer.

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Answer by Unity-Devloper · Jun 13, 2020 at 06:28 AM

I´m not very sure what you mean but I´ll try to answer your question.

When You Power Is Active Then Start Coroutine Or Call Coroutine

StartCoroutine(Active(Waittime));


 public IEnumerator Active(float countdownValue)
         {
             Debug.Log("countdownValue: " + countdownValue);
             Game.SetActive(false);
             Debug.Log("jlkj");
             while (currCountdownValue > 0)
             {
                 yield return new WaitForSeconds(1.0f);
                 currCountdownValue--;
                 Debug.Log("countdownValue: " + countdownValue);
             }
             if (currCountdownValue <= 0)
             {
                 Game.SetActive(true);
                 Debug.Log("jlkj");
                StopCoroutine(Active); // stop it. Note:Stop StopCoroutine is needed if you again start then call as your waiting time 
             }
         }



**Your Refrence If Not UnderStood

https://docs.unity3d.com/ScriptReference/MonoBehaviour.StartCoroutine.html https://docs.unity3d.com/ScriptReference/MonoBehaviour.StopCoroutine.html

c# #ui #unity #2d #setactivetime #StartCoroutine #StopCoroutine

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