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Question by Owen_Smart · Jul 01, 2018 at 09:17 PM · scopesniper

Why does the canvas image, go, show up as soon as I press Mouse1?

using System.Collections; using System.Collections.Generic; using UnityEngine;

public class Scope : MonoBehaviour {

 public Animation scope;
 public GameObject go;
   
 // Use this for initialization
 void Start()
 {
    scope = gameObject.GetComponent<Animation>();

     
     go.SetActive(false);
 }

 // Update is called once per frame
 void Update()
 {
     foreach (AnimationState state in scope)
     {
         
        

         if (Input.GetMouseButtonDown(1))
         {
             
             state.speed = 2;
             scope.Play();
         }

         if (Input.GetMouseButtonUp(1))
         {
             state.speed = -2;
         }

        if (Input.GetMouseButtonUp(1) && state.time == 0f)
         {
             state.speed = -2;
             state.time = 0.49f;
             scope.Play();
         }

         if (Input.GetMouseButton(1) && state.time == 0f)
         {
             go.SetActive(true);
         }
         else
         {
             go.SetActive(false);

         }
     }

 }


}

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Answer by Owen_Smart · Jul 02, 2018 at 12:52 AM

using System.Collections; using System.Collections.Generic; using UnityEngine;

public class Scope : MonoBehaviour {

 public Animation scope;
 public GameObject go;
   
 // Use this for initialization
 void Start()
 {
    scope = gameObject.GetComponent<Animation>();

     
     go.SetActive(false);
 }

 // Update is called once per frame
 void Update()
 {
     foreach (AnimationState state in scope)
     {
         
        

         if (Input.GetMouseButtonDown(1))
         {
             
             state.speed = 2;
             scope.Play();
         }

         if (Input.GetMouseButtonUp(1))
         {
             
             state.speed = -2;
         }

        if (Input.GetMouseButtonUp(1) && state.time == 0f)
         {
             go.SetActive(false);
             state.speed = -2;
             state.time = 0.49f;
             scope.Play();
         }

         if (Input.GetMouseButton(1) && state.time == 0f)
         {
             StartCoroutine("OnScoped");
         }
         if (Input.GetMouseButton(1) && state.time != 0f)
         {
             go.SetActive(false);
         }
        
     }

 }

 IEnumerator OnScoped()
 {
     yield return new WaitForEndOfFrame();
     go.SetActive(true);
 }

}

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avatar image Owen_Smart · Jul 02, 2018 at 12:57 AM 0
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Since the animation wrap mode was set to play once, once the animation ends, state.time = 0f. Because,of that, I set it so that if the mouse click is being held down, and state.time = 0f, to enable the canvas image (go). But, it also recognizes me pressing the button as 0f. So by setting a coroutine and waiting till the end of frame, it tried to enable go after state.time = 0f, but it can't.

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