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Question by RVDL_IT · Mar 18, 2018 at 04:48 PM · c#if-statementstime.deltatimedashelse

If statement being ignored

For some reason my if statement is being ignored. Whenever I charge up my for a long enough time, it just does the normal dash, even though according to the prefab it's true. The ignored line is at 30.

 //Dash Cooldown Timer
     if(DashCD > 0){
         DashCD -= Time.deltaTime;
     }
     if(DashCD  < 0){
         DashCD = 0;
     }
 
 //Dash Charging Timer
     if(Input.GetKey(KeyCode.LeftShift)) {
         DashChargingTime += Time.deltaTime;
         DashCharging = true;
     }
         if(Input.GetKeyUp(KeyCode.LeftShift)) {
         DashChargingTime = 0;
         DashCharging = false;
     }
     if(DashChargingTime > DashChargeTime) {
         this.gameObject.GetComponent<PlayerSprites>().Charged = true;
         ChargeDashReady = true;
     }
     else {
         this.gameObject.GetComponent<PlayerSprites>().Charged = false;
         ChargeDashReady = false;
     }
 
 if(Input.GetKeyUp(KeyCode.LeftShift) && DashCD == 0){
     if(Input.GetKey(KeyCode.A) && Input.GetKey(KeyCode.W)) {
         if (DashCD == 0) {
             if(ChargeDashReady == true) { //The if statement that is being ignored
                 Debug.Log("Charged Dash"); //The outcome that it should go to
                 RB.AddForce(Vector2.up * DashSpeedVert, ForceMode2D.Impulse);
                 RB.AddForce(Vector2.left * DashSpeedVert, ForceMode2D.Impulse);
                 DashCD = DashCDTime;
                 ChargedDash = true;
             }
             else {
                 Debug.Log("Not Charged Dash"); //The outcome that it goes to
                 RB.AddForce(Vector2.left * DashSpeedVert, ForceMode2D.Impulse);
                 RB.AddForce(Vector2.up * DashSpeedVert, ForceMode2D.Impulse);
                 DashCD = DashCDTime;
             }
         }
     }
 }
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avatar image Chik3r · Mar 18, 2018 at 04:55 PM 0
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Which if is being ignored?

avatar image RVDL_IT Chik3r · Mar 18, 2018 at 05:00 PM 0
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Line 30. It has the // line next to it.

avatar image Chik3r RVDL_IT · Mar 18, 2018 at 05:08 PM 0
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Does it print "not charged dash" or "Charged Dash" to the console?

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avatar image suIly · Mar 18, 2018 at 05:36 PM 0
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Is it in a Update Function?

avatar image RVDL_IT suIly · Mar 18, 2018 at 05:42 PM 0
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Yes. I just posted the important parts of the code.

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Answer by Thaun_ · Mar 18, 2018 at 07:21 PM

It seems that ChargeDashReady turns to false when you release the shift button.

 if(Input.GetKey(KeyCode.LeftShift)) {
     DashChargingTime += Time.deltaTime;
     DashCharging = true;
 }
 if(Input.GetKeyUp(KeyCode.LeftShift)) { //<< Check Here
     DashChargingTime = 0; //<< Check Here
     DashCharging = false;
 }
 if(DashChargingTime > DashChargeTime) { //<< Check Here
     this.gameObject.GetComponent<PlayerSprites>().Charged = true;
     ChargeDashReady = true;
  } else {
     this.gameObject.GetComponent<PlayerSprites>().Charged = false;
     ChargeDashReady = false; //<< Check Here
 }
 if(Input.GetKeyUp(KeyCode.LeftShift) && DashCD == 0){ //<< Check Here

DashChargingTime > DashChargeTime turns to false when you release the left shift key which turns ChargeDash to false, which the rest of the code starts to run when you release the button.

Maby if you try:

  if(Input.GetKey(KeyCode.LeftShift) && DashCD == 0){

instead

EDIT: Oh, nvm seems he got it fixed.

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Answer by DarkToadster · Mar 18, 2018 at 05:47 PM

Checking booleans in an IF Statement do not require any more informations.

Im not sure but this may cause your error.

What i mean is this :

 if(isThisTrue) // You do not need == "true" for booleans
 {
     DoSomething();
 }
 else
 {
     DoSomethingElse();
 }
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avatar image RVDL_IT · Mar 18, 2018 at 07:05 PM 0
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I tried it, but unfortunately it didn't fix anything.

avatar image pako · Mar 18, 2018 at 07:18 PM 1
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@DarkToadster this is definitely not the problem. There's nothing wrong with using:

 if(isThisTrue == true)  // == true is optional but it's not wrong using it.


avatar image DarkToadster pako · Mar 18, 2018 at 07:48 PM 0
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Okay. Good to know :)

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