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Question by TomatuAlus · Sep 28, 2014 at 01:34 PM · classclassesbool

Boolean from another script reads false even if i change it to true.

Basicly here i have one script, where i store my boolean.

 using UnityEngine;
 using System.Collections;
 
 public class Block : MonoBehaviour
 {
     public bool IsBlocking;
     public float blockcooldown = 2F;        
         
         public void Awake ()
         {
         }
         void Update ()
         {
         blockpress ();
         blockstate ();
         Debug.Log (IsBlocking);
         }
     public void blockpress()
     {
         if (Input.GetButton ("Fire2") && blockcooldown >= 2F) {
 
                         IsBlocking = true;
                         blockcooldown = 0F;
             Renderer[] rs = GetComponentsInChildren<Renderer> ();
             foreach(Renderer r in rs)
                 r.enabled =true;
 
                 }
         else {
                         blockcooldown += Time.deltaTime;
                 }
                 }
     public void blockstate()
     {
         if (blockcooldown >= 1.1F)
         {
             Renderer[] rs = GetComponentsInChildren<Renderer> ();
             foreach(Renderer r in rs)
                 r.enabled = false;
             IsBlocking = false;
         }
 
     }
 
 }

and if i try to read it in another code it reads as "false", but as you can see i am also reading it's state inside this code and it successfully says "true" after i press my right mouse button.

Does other code read only the public bool IsBlocking; ? Doesn't IsBlocking change when i press my right mouse button?

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avatar image $$anonymous$$ · Sep 28, 2014 at 02:50 PM 0
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Are you sure you are reading it after it has been set to TRUE?

avatar image Mojova · Sep 28, 2014 at 03:15 PM 0
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There should be a reference to this Block script in your other script. Do you have that?

avatar image TomatuAlus · Sep 28, 2014 at 07:31 PM 0
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Ofcourse i have a reference to it. I have this new Block block thing in the other script and i am calling block.IsBlocking from there. No idea why it keeps on being false when it is changing in front of my eyes.

avatar image Nomabond · Sep 28, 2014 at 08:02 PM 0
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Can you include the section for your other script that is referencing isBlocking?

avatar image TomatuAlus · Sep 28, 2014 at 08:15 PM 0
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 using UnityEngine;
 using System.Collections;
 
 public class HitBox : $$anonymous$$onoBehaviour {
     private HP hp;
     private Block block;
     private SwordAttack sw;
 
     void Awake()
     {
         block = new Block ();
         sw = new SwordAttack ();
         hp = new HP ();
 
         }
     void Update()
     {
                 Debug.Log (block.IsBlocking);
         }
     void OnTriggerEnter(Collider other)
     {
         if (block.IsBlocking == true) {
             Debug.Log ("Block true and cd -0.5");
             sw.attackcooldown = 1F;
         }    
         if (block.IsBlocking == false) {
             Debug.Log ("Block false and hp -1 ");
                         hp.health--;
                         Debug.Log ("Health now is " + hp.health);
                         hp.CheckHealth ();
                 }
         }
     }
 

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Answer by Nomabond · Sep 28, 2014 at 08:54 PM

Are you attaching the Block behavior to a gameObject? To fix this you'll need to actually get the component from the gameObject that is Updating the blockpress() method.

 block = gameObject.GetComponent<Block>();

http://docs.unity3d.com/ScriptReference/GameObject.GetComponent.html

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avatar image TomatuAlus · Sep 30, 2014 at 12:53 PM 0
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It now returns the value once and then stops. (Debug.Log block.IsBlocking) And a weird error comes up.

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