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Question by AngelFeather0 · Jun 16, 2020 at 08:47 PM · variabletime.deltatimeincrease

Variable suddenly increases with time.deltatime

Hello!

(Not sure what to call this question, this was the best title i could come up with)

I have a script that checks when an player is near an enemy using a raycast. If that is correct, then the attackcharge should increase by time.deltatime. This works fine the first time, the variable increases gradually. However, after i have attacked (sets the variable to zero), the variable instantly increases to max charge.

The max attackcharge is 5, btw.

this is the attack code on the player:

 public class PlayerAttack : MonoBehaviour
 {
     public bool isAttack;
     public bool enemyKill;
     public bool nearEnemyColorChange;
     public NearEnemyCheck nearEnemyCheck;
     public AttackBar attackBar;
 
     public float attackScore;
     public float attackRange;
 
     public int maxAttackCharge;
     public int currentRoundedAttackCharge;
     public float currentAttackCharge;
 
     public LayerMask enemyLayers;
 
     public Transform attackPoint;
 
     public Material normalColor;
     public Material nearEnemyColor;
     public Material attackColor;
 
     public PlayerScore playerScore;
 
     // Start is called before the first frame update
     void Start()
     {
         currentRoundedAttackCharge = maxAttackCharge;
         attackBar.SetMaxCharge(maxAttackCharge);
     }
 
     // Update is called once per frame
     void FixedUpdate()
     {
         //Also check if collider can made visible in game, in some way
 
         if (Input.GetKey(KeyCode.LeftShift))
         {
             if (currentRoundedAttackCharge == maxAttackCharge)
             {
                 currentRoundedAttackCharge -= 5;
                 attackBar.SetAttackCharge(currentRoundedAttackCharge);
                 StartCoroutine(attackForTime());
                 //Attack();
             }
         }
         else if (!(Input.GetKey(KeyCode.LeftShift)))
         {
             isAttack = false;
             if (nearEnemyCheck.nearEnemy == true)
             {
                 GetComponent<Renderer>().material = nearEnemyColor;
                 if (currentRoundedAttackCharge < 5)
                 {
                     Debug.Log("yes");
                     currentAttackCharge += Time.deltaTime;
                     currentRoundedAttackCharge = Mathf.CeilToInt(currentAttackCharge);
                     attackBar.SetAttackCharge(currentRoundedAttackCharge);
                 }
             }
             else if (nearEnemyCheck.nearEnemy == false)
             {
                 GetComponent<Renderer>().material = normalColor;
             }
         }
         enemyKill = false;
     }
 
     IEnumerator attackForTime()
     {
         float timePassed = 0;
         while (timePassed < 3)
         {
             isAttack = true;
             GetComponent<Renderer>().material = attackColor;
 
             Collider2D[] hitEnemies = Physics2D.OverlapCircleAll(attackPoint.position, attackRange, enemyLayers);
             foreach (Collider2D enemy in hitEnemies)
             {
                 enemy.GetComponent<EnemyFollow>().Die();
                 attackScore = (playerScore.Score += 5);
                 enemyKill = true;
             }
 
             timePassed += Time.deltaTime;
             yield return null;
         }
     }
 }

 

Do not hesitate to ask if you need more information!

Thanks in advance!

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