Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by 1eleven · Sep 04, 2013 at 06:47 PM · javascriptcharactercontrollerif-statementsnoob

flying should only be possible while fuel 0 < but it continues so long as space is held

i am trying to give my player the ability to fly and i have it setup so that when your fuel is more than 0 and space is held you can fly, but when you hold space you will continue to fly even after you run out of fuel, but if you let space up and try again it works as intended, i am probably missing something obvious

 #pragma strict
 
 private var x : float;
 private var y : float;
 private var z : float;
 private var mouse : float;
 private var move : Vector3;
 private var pack = 0f;
 private var grounded = true;
 private var jumping = false;
 var packmax = 100;
 var mouseSpeed = 10;
 var moveSpeed = 10;
 var gravity = 5f;
 var jumpheight = 5;
 function Update()
 {
     var ground : CharacterController = GetComponent(CharacterController);
     if(ground.isGrounded)
     {
         grounded = true;
     }
     if(ground.isGrounded == false)
     {
         grounded = false;
     }
     mouse = transform.eulerAngles.y += Input.GetAxis("Mouse X") * mouseSpeed;
     z = Input.GetAxis("Vertical") * moveSpeed;
     x = Input.GetAxis("Horizontal") * moveSpeed;
     if(Input.GetKey(KeyCode.Space) == true)
     {
         jumping = true;
     }
     else
     {
         jumping = false;
     }
     if(pack > 0)
     {
         if(jumping == true)
         {
             y = jumpheight;
             //Debug.Log("jumping");
         }
     }
     if(jumping == false)
     {
         y = gravity;
         //Debug.Log("not jumping");
     }
     move = transform.TransformDirection(x, y, z);
 }
 function FixedUpdate()
 {
     var controller : CharacterController = GetComponent(CharacterController);
     transform.eulerAngles = Vector3(0, mouse, 0);
     controller.Move(move);
     
     var ground : CharacterController = GetComponent(CharacterController);
     if(jumping == true)
     {
         if(pack > 0)
         {
             pack --;
         }
     }
     if(ground.isGrounded)
     {
         if(pack < 100)
         {
             pack ++;
         }
     }
     //Debug.Log(pack);
 }

i have some pretty shitty naming conventions when it come to naming variables and there is probably some that i am not even using, i will go back through and fix it once i have it functional

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

2 Replies

· Add your reply
  • Sort: 
avatar image
0
Best Answer

Answer by DaveA · Sep 04, 2013 at 06:50 PM

if(jumping == false || pack ==0) // line 46

Comment
Add comment · Show 1 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image 1eleven · Sep 04, 2013 at 06:59 PM 0
Share

thanks works perfectly

avatar image
0

Answer by perchik · Sep 04, 2013 at 06:52 PM

I don't think you can do an else statement on if(Input.GetKey())

but, what you could do is to add a statement that says

 if(Input.GetKeyUp(KeyCode.Space) jumping = false;

which says that when you release the spacebar, jump is set back to false

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

18 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

If/else statements working one way, and not the other 0 Answers

(NOOB Q) Whats wrong with my script? Two if's? 3 Answers

help with character respawn after death (javascript) 1 Answer

Can someone help me fix my Javascript for Flickering Light? 6 Answers

False = true, what am I doing wrong? 2 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges