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Question by Ulmagor · Jan 19, 2014 at 09:06 PM · c#timercrafting

Need help with my "simple" crafting system

This is my code

 using UnityEngine;
 using System.Collections;
 
 public class Craft : MonoBehaviour {
 
     public int wood = 0;
     public int metal = 0;
     public int iron = 0;
     public int ShortSword = 0;
     public int LongSword = 0;
     public bool craftStart = false;
     public float Timer = 0;
     public bool craftReady = false;
 
     void OnGUI(){
         if (GUILayout.Button("Craft Short Sword")){
             shortSword();
         }
     }
     void shortSword()
     {
         craftStart = true;
 
         if(wood >= 5 && metal >= 5)
         {
             if(craftReady == true){
                 wood -= 5;
                 metal -= 5;
                 ShortSword += 1;
                 Debug.Log ("You've successfuly crafting a Short Sword!");
                 
             }
         }else{
             Debug.Log ("Not Enough Resources.");
         }
     }
 
     // Update is called once per frame
     void Update () {
         if(craftStart == true){
             Timer += 1;
             if(Timer == 50){
                 craftStart = false;
                 craftReady = true;
             }
         }
     }
 
 }

When I press the "Craft Short Sword" button it start the Timer and when the Timer = 50 it change the "craftReady = false" to True and when the "craftReady" equals True it's supposed to do

 if(craftReady == true){
     wood -= 5;
     metal -= 5;
     ShortSword += 1;
     Debug.Log ("You've successfuly crafting a Short Sword!");
                 
 }

but it does nothing... How do I fix this?

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Best Answer

Answer by getyour411 · Jan 19, 2014 at 09:23 PM

When shortSword() is called from Button click, you have

 if(craftReady == true){

but at this point craftReady is false.

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