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Question by Cyborg_X · Aug 04, 2018 at 11:26 AM · c#2d2d-platformerplatformertips

Trying to get Player Tip for player to open on Return and close on Return

Hi everyone, just trying to get this issue sorted. So I have a sign board that when the player clicks return a tip will pop up (i.e. "space to jump") and I want it so the player can just press enter again to close it. But if I try that, the menu opens and closes at the same time which is slightly annoying, any ideas?

     private GameObject player;
     private GameObject Tip1;
     private GameObject Tip2;
 
     private GameObject Canvas;
 
     private GameObject TipObject;
 
     private PlayerController playerScript;
 
     public bool InTrigger = false;
     public bool TipShowing = false;
     // Use this for initialization
     void Start () {
         player = GameObject.FindGameObjectWithTag("Player");
         Tip1 = GameObject.Find("TipPoint");
         Tip2 = GameObject.Find("TipPoint2");
         Tip1.SetActive(true);
         Tip2.SetActive(false);
 
         Canvas = GameObject.Find("WorldCanvas");
         Canvas.SetActive(false);
 
         TipObject = GameObject.Find("TipObject");
         TipObject.SetActive(false);
 
         playerScript = player.GetComponent<PlayerController>();
     }
     void Update()
     {
         if(Input.GetKeyDown(KeyCode.Return) && (InTrigger == true && TipShowing == false))
         {
             playerScript.CanMove = false;
             Debug.Log("Enter");
             TipObject.SetActive(true);
             Canvas.SetActive(false);
             TipShowing = true;
            
         }
 
         if (Input.GetKeyDown(KeyCode.Return) && InTrigger == true && TipShowing == true)
         {
             Debug.Log("Enter2");
             playerScript.CanMove = true;
             TipObject.SetActive(false);
             Canvas.SetActive(true);
             TipShowing = false;
         }
 
     }
     
     void OnTriggerEnter2D(Collider2D other)
     {
         if(other.gameObject.tag == "Player")
         {
             Tip1.SetActive(false);
             Tip2.SetActive(true);
             Canvas.SetActive(true);
             InTrigger = true;
         }
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Answer by Cyborg_X · Dec 28, 2018 at 04:26 PM

Solved this myself:

if (Input.GetKeyDown(KeyCode.Return) && InTrigger == true) { TipShowing = !TipShowing; //TipShowing being the actual tip after the intro Text (Press Enter) if (TipShowing == true) //If "Press Enter" is showing... { playerScript.CanMove = false; //player can't move //Debug.Log("Enter"); TipObject.SetActive(true); //Object containing the text is shown IntroCanvas.SetActive(false); //"Press Enter" is hidden } if (TipShowing == false) //Player presses enter again hence closing tip { //Debug.Log("Enter2"); playerScript.CanMove = true; TipObject.SetActive(false); IntroCanvas.SetActive(true); TipShowing = false;

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Answer by Shreka · Aug 04, 2018 at 11:44 AM

use the tips on a diferent canvas or try to put all menu uis under a specific gameobject "menu" and disable it with a menu fuction code. and add tips under another game object eg "tip ui holder" and disable the tips. and then enable each tip with the script. sorry for mis types.

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avatar image Cyborg_X · Aug 08, 2018 at 05:19 AM 0
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That's what I am doing but my problem is when I have the tip open by clicking 'Enter' I need to be able to close it again with enter - if that makes sense

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