Flashlight toggle
Now, I did have this script at one time, but I lost it. It was a really good script that allowed you to toggle your flashlight with one click of a button, complete with sounds! But as I said, I lost it. And I have been wandering around this forum thingy looking for the right one, but they don't toggle, they just flicker the flashlight on/off really fast, and they have no sound. And I've tried to learn java before, but my little [AGE WITHHELD] brain couldn't handle it, and trust me, I would love to learn javascript, but it's just a little bit too complicated. Wow, now I have two questions. Actually, I can use google for the second question... But does anyone know a script that does what I described?
Answer by Cheetoturkey · Oct 25, 2013 at 07:56 PM
var flashlightOn : boolean = false;
function Update () {
//Checks if the boolean is true or false.
if(flashlightOn == true){
light.intensity = 1;//If the boolean is true, then it sets the intensity to what ever you want.
} else {
if(flashlightOn == false){
light.intensity = 0;//If the boolean is false, then it sets the intensity to zero.
}
}
//Checks if the F key is down and whether the boolean is on or off.
if(Input.GetKeyDown(KeyCode.F) && flashlightOn == false){
flashlightOn = true; //If the f key is down and the boolean is false, it sets the boolean to true.
} else {
if(Input.GetKeyDown(KeyCode.F) && flashlightOn == true) {
flashlightOn = false;//If the f key is down and the boolean is true, it sets the boolean to false.
}
}
}
}
Oh my god, thank you! I should really learn unity3d code, so I can stop bothering you guys, but thank you, you saved me a lot of trouble!
Answer by Unity_scat · Feb 08, 2016 at 05:23 PM
@Cheetoturkey I have a better solution. This code turns on/off the object's Light component. Replace "Flash" with the button that associates with turning on and off. You can edit inputs. Edit --> Project Settings --> Input
function Update () {
if (Input.GetButtonDown("Flash")) {
if (GetComponent.<Light>().enabled == true)
GetComponent.<Light>().enabled = false;
else
GetComponent.<Light>().enabled = true;
}
}
Answer by ItsIcear · Feb 10, 2016 at 05:39 PM
My solution (In C#)
// Variables
public bool active = true;
public GameObject flashlight;
// Update Function
void Update()
{
// If The Flashlight Button Is Pressed
if(Input.GetButtonDown("Flashlight"))
{
// Toggles The Active Bool
active = !active;
// If It Is Active
if(active)
{
flashlight.GetComponent<Light>().enabled = true;
}
// If Not
else
{
flashlight.GetComponent<Light>().enabled = false;
}
}
}
Answer by Hakobik2016 · Jun 17, 2016 at 09:46 PM
Guys. IDK how to find a page so I can ask my own question. SO i went here since it's sorta related to my question
I made a script to make my flashlight flicker when it's low on battery. But ID$$anonymous$$ how to make it toggleable, but also so that it stops running out of battery when it's off. Here's the script without the toggle.
using UnityEngine; using System.Collections;
public class flashlightScript : $$anonymous$$onoBehaviour {
public float LossInSeconds;
void Start () {
}
//Update Is Classed Once Per Frame
void Update () {
GetComponent<Light>() .intensity -= LossInSeconds * Time.deltaTime;
if(GetComponent<Light>() .intensity <= 1f)
{
float FlickeringDuration = Random.Range(0.001f,0.005f);
StartFlickering (FlickeringDuration);
}
}
void StartFlickering (float Duration)
{
GetComponent<Light>() .enabled = false;
Invoke("EndFlickering",Duration);
}
void EndFlickering ()
{
GetComponent<Light>() .enabled = true;
}
}
Answer by chesterhilly · Jul 24, 2016 at 04:22 PM
Here is a simple way to turn a light on and off by Clicking
using UnityEngine;
using System.Collections;
public class Flashlight : MonoBehaviour {
public Light light; //assign gameobject with light component attached
void Update () {
if (Input.GetMouseButtonDown (0)) { //Left mouse button
light.enabled = !light.enabled; //changes light on/off
}
}
}
Make sure you add the script to GameObject with the light component.
Then assign the same GameObject to 'light'.
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